#version 120 /* DRAWBUFFERS:56 */ //Render hand, entities and particles in here, boost and fix enchanted armor effect in gbuffers_armor_glint #define gbuffers_texturedblock #include "/shaders.settings" varying vec4 color; varying vec2 texcoord; varying vec3 ambientNdotL; uniform sampler2D texture; uniform vec4 entityColor; void main() { vec4 albedo = texture2D(texture, texcoord.xy)*color; #ifdef MobsFlashRed albedo.rgb = mix(albedo.rgb,entityColor.rgb,entityColor.a); #endif vec3 finalColor = pow(albedo.rgb,vec3(2.2)) * ambientNdotL.rgb; gl_FragData[0] = vec4(finalColor, albedo.a); gl_FragData[1] = vec4(normalize(albedo.rgb+0.00001), albedo.a); }