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wolf armor fully implemented & loot tables
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32
src/main/resources/assets/minecraft/shaders/core/rendertype_entity_cutout_no_cull.fsh
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Original file line number | Diff line number | Diff line change |
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#version 150 | ||
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#moj_import <fog.glsl> | ||
#moj_import <emissive_utils.glsl> | ||
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uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float FogStart; | ||
uniform float FogEnd; | ||
uniform vec4 FogColor; | ||
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in float vertexDistance; | ||
in vec4 vertexColor; | ||
in vec4 lightMapColor; | ||
in vec4 overlayColor; | ||
in vec2 texCoord0; | ||
in vec4 normal; | ||
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out vec4 fragColor; | ||
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void main() { | ||
vec4 color = texture(Sampler0, texCoord0); | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
color *= vertexColor * ColorModulator; | ||
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a); | ||
float alpha = textureLod(Sampler0, texCoord0, 0.0).a; | ||
color = make_emissive(color, lightMapColor, alpha); | ||
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor); | ||
} |
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