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-rw-r--r--src/main/resources/shaders/chunk.vert18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/main/resources/shaders/chunk.vert b/src/main/resources/shaders/chunk.vert
index 67ce114..9988605 100644
--- a/src/main/resources/shaders/chunk.vert
+++ b/src/main/resources/shaders/chunk.vert
@@ -1,7 +1,13 @@
#version 330 core
layout (location = ATTRIB_POS) in vec3 aPos;
layout (location = ATTRIB_TEXTURE) in vec2 aTexCoord;
+#ifdef RPLE
+layout (location = ATTRIB_BRIGHTNESS_RED) in vec2 aBTexCoordR;
+layout (location = ATTRIB_BRIGHTNESS_GREEN) in vec2 aBTexCoordG;
+layout (location = ATTRIB_BRIGHTNESS_BLUE) in vec2 aBTexCoordB;
+#else
layout (location = ATTRIB_BRIGHTNESS) in vec2 aBTexCoord;
+#endif
layout (location = ATTRIB_COLOR) in vec4 aColor;
uniform mat4 modelView;
@@ -16,7 +22,13 @@ uniform float fogDensity;
uniform vec3 playerPos;
out vec2 TexCoord;
+#ifdef RPLE
+out vec2 BTexCoordR;
+out vec2 BTexCoordG;
+out vec2 BTexCoordB;
+#else
out vec2 BTexCoord;
+#endif
out vec4 Color;
out vec4 Viewport;
out mat4 ProjInv;
@@ -28,7 +40,13 @@ void main()
{
gl_Position = proj * modelView * (vec4(aPos - playerPos, 1.0) + vec4(0, 0.12, 0, 0));
TexCoord = aTexCoord;
+#ifdef RPLE
+ BTexCoordR = aBTexCoordR;
+ BTexCoordG = aBTexCoordG;
+ BTexCoordB = aBTexCoordB;
+#else
BTexCoord = aBTexCoord;
+#endif
Color = aColor;
Viewport = viewport;