#version 120 #define gbuffers_shadows #define composite0 #include "shaders.settings" #if defined Shadows || defined Volumetric_Lighting varying vec4 texcoord; uniform sampler2D texture; uniform int blockEntityId; uniform int entityId; #endif void main() { #if defined Shadows || defined Volumetric_Lighting vec4 color = texture2D(texture, texcoord.xy); if(texcoord.z > 0.9)color.rgb = vec3(1.0, 1.0, 1.0); //water shadows color if(texcoord.w > 0.9)color = vec4(0.0); //disable shadows on entities defined in vertex shadows if(entityId == 11000.0)color *= 0.0; //remove lightning strike shadow. #if MC_VERSION < 11601 //blockEntityId broken in 1.16.1, causes shadow issue, used to remove beam shadows, 10089 is the id of all emissive blocks but only beam is a block entity if(blockEntityId == 10089.0) color *= 0.0; #endif gl_FragData[0] = color; #else gl_FragData[0] = vec4(0.0); #endif }