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#version 150
#moj_import <minecraft:fog.glsl>
#define M_PI 3.1415926535897932384626433832795
#define M_TAU (2.0 * M_PI)
uniform sampler2D Sampler0;
uniform sampler2D Sampler1;
uniform sampler2D Sampler3;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
uniform float Animation;
in float vertexDistance;
in vec4 vertexColor;
in vec4 lightMapColor;
in vec4 overlayColor;
in vec2 texCoord0;
out vec4 fragColor;
float highlightDistance(vec2 coord, vec2 direction, float time) {
vec2 dir = normalize(direction);
float projection = dot(coord, dir);
float animationTime = sin(projection + time * 13 * M_TAU);
if (animationTime < 0.997) {
return 0.0;
}
return animationTime;
}
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.g > 0.99) {
// TODO: maybe this speed in each direction should be a uniform
color = texture(Sampler1, texCoord0 + Animation * vec2(3.0, -2.0));
}
vec4 highlightColor = texture(Sampler3, texCoord0);
if (highlightColor.a > 0.5) {
color = highlightColor;
float animationHighlight = highlightDistance(texCoord0, vec2(-12.0, 2.0), Animation);
color.rgb += (animationHighlight);
}
#ifdef ALPHA_CUTOUT
if (color.a < ALPHA_CUTOUT) {
discard;
}
#endif
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}
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