#version 120 /* DRAWBUFFERS:02 */ //0=gcolor, 2=gnormal for normals /* 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. */ varying vec3 texcoord; uniform sampler2D texture; uniform int blockEntityId; void main() { vec4 color = texture2D(texture, texcoord.xy)*texcoord.z; if(blockEntityId == 10089.0)color *= 0.0; //remove beacon beam shadows, 10089 is actually the id of all emissive blocks but only the beam should be a block entity gl_FragData[0] = color; gl_FragData[1] = vec4(0.0); //improves performance }