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minecraft-pt/shaders/Lib/Programs/Gbuffers/Terrain_VS.glsl
T

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1.2 KiB
GLSL

// MinecraftPT — Terrain Vertex Shader
// Handles terrain, block entities, damaged blocks
#include "/Lib/Settings.glsl"
#include "/Lib/Utilities.glsl"
out vec2 texcoord;
out vec3 worldPos;
out vec3 worldNormal;
out vec3 vertexNormal;
out vec4 color;
out vec2 lightmap;
flat out int blockId;
flat out float blockLightLevel;
#ifdef WAVING_PLANTS
#include "/Lib/IndividualFunctions/WavingPlants.glsl"
#endif
void main(){
// World position
vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
vec4 wPos = gbufferModelViewInverse * viewPos;
worldPos = wPos.xyz;
// Normals
vertexNormal = normalize(gl_NormalMatrix * gl_Normal);
worldNormal = normalize(mat3(gbufferModelViewInverse) * vertexNormal);
worldNormal = normalize(worldNormal);
// Lightmap (blocklight, skylight)
lightmap = gl_MultiTexCoord1.xy / 240.0;
lightmap = saturate(lightmap);
// Block ID from mc_Entity
blockId = int(mc_Entity.x + 0.5);
blockLightLevel = at_midBlock.w;
// Waving plants
#ifdef WAVING_PLANTS
if (blockId == 4){
WavingPlants(wPos, lightmap.y);
}
#endif
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
color = gl_Color;
gl_Position = gl_ProjectionMatrix * viewPos;
gl_Position.xy += taaJitter * gl_Position.w;
}