![]() you will work via modifying gl_fragData, or setting it if you prefer, like this:įloat depth = sqrt(eyePos.x * eyePos.x + eyePos.y * eyePos.y + eyePos.z * eyePos.z) įloat val = (max(max(gl_FragData.r, gl_FragData.g), gl_FragData.b) + min(min(gl_FragData.r, gl_FragData.g), gl_FragData.b)) *. create a file in your mod's assets, containing the code for the shader. ShaderRegistry.removeVertexShader(vertShader) Ģ. ShaderRegistry.addVertexShader(vertShader) VertShader = new ShaderData(new ResourceLocation(modid, uniformslocation), new ResourceLocation(modid, codelocation), uniform name 1, uniform name 2. create a new ShaderData instance, like this: create a file in your mod's assets, containing the code for the shader, like this:ģ. create a file in your mod's assets, containing a list of the uniforms, variables, and constants, like this: You will need to add the API classes to your project, PRESERVING the package names.ġ. It is NOT intended to be used by someone without a good understanding of GLSL. It is designed to allow multiple mods to "attach" shader uniforms, variables, constants, and code without conflicting with each other, in a way not provided by GLSL itself. The purpose of this API, and it's containing coremod, Extended Shaders, is to allow mods to use shaders and post-processors inside Minecraft without needing to learn how to make a coremod, and without sacrificing compatibility with other mods using this shader system. Extended Shaders mod for Minecraft 1.12.2. ![]()
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