#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ precision lowp int; precision highp float; precision mediump sampler2D; layout(location = 0) in vec2 a_position2f; layout(location = 1) in vec3 p_position3f; layout(location = 2) in vec2 p_texCoords2i; layout(location = 3) in vec2 p_lightMap2f; layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i; layout(location = 5) in vec4 p_color4f; out vec2 v_texCoord2f; out vec4 v_color4f; out vec2 v_lightmap2f; #ifdef COMPILE_FORWARD_VSH out vec4 v_position4f; uniform mat4 u_modelViewMatrix4f; uniform mat4 u_projectionMatrix4f; #endif #ifdef COMPILE_GBUFFER_VSH uniform mat4 u_matrixTransform; #endif uniform vec3 u_texCoordSize2f_particleSize1f; uniform vec4 u_transformParam_1_2_3_4_f; uniform float u_transformParam_5_f; void main() { v_color4f = p_color4f.bgra; v_lightmap2f = p_lightMap2f; vec2 tex2f = a_position2f * 0.5 + 0.5; tex2f.y = 1.0 - tex2f.y; tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y; v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy; float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x; vec3 pos3f = p_position3f; pos3f.x += u_transformParam_1_2_3_4_f.x * particleSize * a_position2f.x; pos3f.x += u_transformParam_1_2_3_4_f.w * particleSize * a_position2f.y; pos3f.y += u_transformParam_1_2_3_4_f.y * particleSize * a_position2f.y; pos3f.z += u_transformParam_1_2_3_4_f.z * particleSize * a_position2f.x; pos3f.z += u_transformParam_5_f * particleSize * a_position2f.y; #ifdef COMPILE_GBUFFER_VSH gl_Position = u_matrixTransform * vec4(pos3f, 1.0); #endif #ifdef COMPILE_FORWARD_VSH v_position4f = u_modelViewMatrix4f * vec4(pos3f, 1.0); gl_Position = u_projectionMatrix4f * v_position4f; #endif }