Files
2025-11-18 08:49:24 +01:00

28 lines
919 B
GLSL

#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
}