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GLSL

// MinecraftPT — Basic Fragment Shader (untextured geometry, e.g. clouds, selection)
#include "/Lib/Settings.glsl"
#include "/Lib/Utilities.glsl"
in vec2 texcoord;
in vec3 worldPos;
in vec3 worldNormal;
in vec3 vertexNormal;
in vec4 color;
in vec2 lightmap;
flat in int blockId;
layout(location = 0) out vec4 colortex0Out;
layout(location = 1) out vec4 colortex1Out;
layout(location = 2) out vec4 colortex2Out;
layout(location = 3) out vec4 colortex3Out;
layout(location = 4) out vec4 colortex4Out;
layout(location = 5) out vec4 colortex5Out;
void main(){
vec4 albedo = color;
#ifdef IS_SELECTION
float matID = 19.0 / 255.0; // MATID_SELECTION
#else
float matID = 0.0;
#endif
colortex0Out = vec4(albedo.rgb, 0.0);
colortex1Out = vec4(EncodeNormal(worldNormal), EncodeNormal(vertexNormal));
colortex2Out = vec4(0.0, 0.0, 0.0, matID);
colortex3Out = vec4(1.0, 1.0, 1.0, 1.0);
colortex4Out = vec4(0.0);
colortex5Out = vec4(0.0);
}