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The standard shader format is used with the standard render pipeline. The standard shader and pipeline is used by the ItemHandler system.
Note: This format is not finalized and could change in the future.
layout (location=0) in vec3 position; layout (location=1) in vec2 texCoord; layout (location=2) in vec3 vertexNormal; layout (location=5) in mat4 modelViewInstancedMatrix; layout (location=9) in mat4 modelLightViewInstancedMatrix; layout (location=14) in float selectedInstanced;
uniform mat4 orthoProjectionMatrix; uniform int isInstanced; uniform mat4 modelViewNonInstancedMatrix; uniform mat4 modelLightViewNonInstancedMatrix; uniform mat4 projectionMatrix; uniform float selectedNonInstanced;
struct Material { vec4 ambient; vec4 diffuse; vec4 specular; int hasTexture; float reflectance; sampler2D overlayTextures[5]; int numberOfOverlays; }; uniform Material material;
uniform sampler2D texture_sampler;