#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 highp sampler2D; layout(location = 0) in vec3 a_position3f; layout(location = 1) in vec2 a_colorIndex2f; out vec3 v_position3f; out vec3 v_color3f; uniform mat4 u_viewMatrix4f; #ifdef COMPILE_PARABOLOID_SKY uniform float u_farPlane1f; #else uniform mat4 u_projMatrix4f; #endif uniform sampler2D u_renderedAtmosphere; void main() { v_position3f = a_position3f; v_color3f = textureLod(u_renderedAtmosphere, a_colorIndex2f, 0.0).rgb; vec4 pos = u_viewMatrix4f * vec4(a_position3f, 0.0); #ifdef COMPILE_PARABOLOID_SKY float dist = pos.z; pos.xyz = normalize(pos.xyz); pos.xy /= 1.0 - pos.z; pos.z = dist / u_farPlane1f; gl_Position = vec4(pos.xyz, 1.0); #else gl_Position = u_projMatrix4f * vec4(pos.xyz, 1.0); #endif }