#version 120 /* Sildur's Enhanced Default: https://www.patreon.com/Sildur https://sildurs-shaders.github.io/ https://twitter.com/Sildurs_shaders https://www.curseforge.com/minecraft/customization/sildurs-enhanced-default Permissions: You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours. */ #define shadowprogram #include "shaders.settings" varying vec3 texcoord; attribute vec4 mc_Entity; #ifdef Shadows vec2 calcShadowDistortion(in vec2 shadowpos) { float distortion = ((1.0 - SHADOW_MAP_BIAS) + length(shadowpos.xy * 1.25) * SHADOW_MAP_BIAS) * 0.85; return shadowpos.xy / distortion; } #endif void main() { vec4 position = gl_ModelViewProjectionMatrix * gl_Vertex; #ifdef Shadows position.xy = calcShadowDistortion(position.xy); #endif gl_Position = position; texcoord.xy = (gl_MultiTexCoord0).xy; texcoord.z = 1.0; if(mc_Entity.x == 10008.0) texcoord.z = 0.0; #ifndef grass_shadows if(mc_Entity.x == 10031.0 || mc_Entity.x == 10175.0 || mc_Entity.x == 10176.0) texcoord.z = 0.0; #endif }