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- #version 150
- uniform sampler2D Sampler0;
- uniform vec4 ColorModulator;
- in vec2 texCoord0;
- in vec4 vertexColor;
- in vec4 Pos;
- out vec4 fragColor;
- void main() {
- vec4 color = texture(Sampler0, texCoord0) * vertexColor;
- if(Pos.z == -1999)
- {
- vec2 texCord = abs(texCoord0);
- ivec2 block = ivec2(texCord);
- int variate;
- vec2 offset = vec2(0);
- //Grass
- if (block.y < 1) offset = vec2(0.2);
- //Dirt/Stone
- if (block.y == 3)
- {
- variate = ((block.x * block.x + 6) % 10) / 5;
- offset = vec2(0.2 * clamp(variate, 0, 1), 0);
- }
- //Stone + ores
- if(block.y > 3 && block.y < 70)
- {
- offset = vec2(0.2, 0); //Stone
- if (int(block.y * 3 + sin(block.x * 5.1) * 2.4) % 10 == 0) offset = vec2(0.6); //Coal
- if(int(block.y * 6.5 + sin(block.x * 3.0 + 2.3) * 32.1) % 25 == 0) offset = vec2(0.4); //Copper
- if(block.y >= 6 && int(block.y * 5.5 + sin(block.x * 2.0 + 4.3) * 30.1) % 15 == 0) offset = vec2(0.4, 0.6); //Iron
- if(block.y >= 39)
- {
- if(int(block.y * 8.5 + sin(block.x * 4.05 + 2.7) * 24.7) % 20 == 0) offset = vec2(0.2, 0.6); //Gold
- if(int(block.y * 6.2 + sin(block.x * 1.05 + 2.8) * 21.7) % 30 == 0) offset = vec2(0.2, 0.4); //Lapis
- if(block.y >= 55)
- {
- if(int(block.y * 4.5 + sin(block.x * 2.05 + 2.8) * 23.7) % 25 == 0) offset = vec2(0, 0.4); //Redstone
- if(int(block.y * 1.5 + sin(block.x * 1.05 + 4) * 21.6) % 23 == 0) offset = vec2(0, 0.6); //Diamonds!
- variate = ((block.x * block.x + 6 * block.y) % 10) / 5;
- if(block.y >= 68 && clamp(variate, 0, 1) == 1) offset = vec2(0.4, 0.2); //Deepslate
- }
- }
- }
- if(block.y >= 70 && block.y <= 134)// offset = vec2(0.4, 0);
- {
- offset = vec2(0.4, 0.2); //Plain deepslate
- if(int(block.y * 5.5 + sin(block.x * 2.0 + 4.3) * 30.1) % 20 == 0) offset = vec2(0.4, 0.8); //Iron
- if(int(block.y * 8.5 + sin(block.x * 4.05 + 2.7) * 24.7) % 24 == 0) offset = vec2(0.2, 0.8); //Deepslate Gold
- if(int(block.y * 6.2 + sin(block.x * 1.05 + 2.8) * 21.7) % 35 == 0) offset = vec2(0.8); //Deepslate Lapis
- if(int(block.y * 4.5 + sin(block.x * 2.05 + 2.8) * 23.7) % 27 == 0) offset = vec2(0.8, 0.6); //Deepslate Redstone
- if(int(block.y * 1.5 + sin(block.x * 1.05 + 4) * 21.6) % 30 == 0) offset = vec2(0, 0.8); //Deepslate Diamonds
- variate = ((block.x * block.x + 6 * block.y + 5) % 10) / 5;
- if(block.y >= 132 && clamp(variate, 0, 1) == 1) offset = vec2(0, 0.2); //Bedrock (How did we get here?)
- if(block.y == 134) offset = vec2(0, 0.2);
- }
- if(block.y > 134) offset = vec2(0.4, 0);
- color = texture(Sampler0, (texCord - block) / 5.0 + offset) * vertexColor;
- }
- if (color.a < 0.1) {
- discard;
- }
- fragColor = color * ColorModulator;
- }
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