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#version 150
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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out vec2 texCoord0;
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out float vertexDistance;
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out vec4 vertexColor;
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out vec4 normal;
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void main() {
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vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
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vertexColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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{
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"blend": {
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"func": "add",
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"srcrgb": "srcalpha",
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"dstrgb": "1-srcalpha"
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},
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"vertex": "position_normal_tex_lightmap",
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"fragment": "position_normal_tex_lightmap",
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"attributes": [
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"Position",
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"Normal",
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"UV0",
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"UV2"
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],
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"samplers": [
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{ "name": "Sampler0" },
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{ "name": "Sampler2" }
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],
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"uniforms": [
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{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
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{ "name": "Light0_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
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{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
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{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
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{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
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{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
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]
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}
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#version 150
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#moj_import <light.glsl>
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in vec3 Position;
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in vec3 Normal;
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in vec2 UV0;
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in ivec2 UV2;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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// These are the lights used for
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uniform vec3 Light0_Direction;
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uniform vec3 Light1_Direction;
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//
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uniform sampler2D Sampler0;
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// Sampler2 is the lightmap texture unit
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uniform sampler2D Sampler2;
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out vec2 texCoord0;
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out float vertexDistance;
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out vec4 vertexColor;
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out vec4 normal;
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
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texCoord0 = UV0;
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vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
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vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, vec4(1.)) * texelFetch(Sampler2, UV2 / 16, 0);
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normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
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}
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