#version 120 #include "/lib/settings.glsl" #ifdef IS_LPV_ENABLED #extension GL_ARB_explicit_attrib_location: enable #extension GL_ARB_shader_image_load_store: enable #extension GL_ARB_shading_language_packing : enable #endif #define RENDER_SHADOW /* !! DO NOT REMOVE !! This code is from Chocapic13' shaders Read the terms of modification and sharing before changing something below please ! !! DO NOT REMOVE !! */ #ifdef IS_LPV_ENABLED attribute vec4 mc_Entity; #ifdef IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE attribute vec4 at_midBlock; #else attribute vec3 at_midBlock; #endif attribute vec3 vaPosition; #ifdef LPV_ENTITY_LIGHTS uniform usampler1D texBlockData; #endif uniform mat4 shadowModelViewInverse; uniform int renderStage; uniform vec3 chunkOffset; uniform vec3 cameraPosition; uniform int currentRenderedItemId; uniform int blockEntityId; uniform int entityId; #include "/lib/blocks.glsl" #include "/lib/entities.glsl" #include "/lib/voxel_common.glsl" #include "/lib/voxel_write.glsl" #endif void main() { #if defined IS_LPV_ENABLED && defined MC_GL_EXT_shader_image_load_store #ifdef LPV_NOSHADOW_HACK vec3 playerpos = gl_Vertex.xyz; #else vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz; vec3 playerpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz; #endif PopulateShadowVoxel(playerpos); #endif gl_Position = vec4(-1.0); }