@@ -154,49 +154,41 @@ attribute vec4 mc_Entity;
154154
155155// Program//
156156void main() {
157- #ifdef PERPENDICULAR_TWEAKS
158- vec3 normal = gl_NormalMatrix * gl_Normal ;
159-
160- if (abs (dot (normal, gl_ModelViewMatrix [2 ].xyz)) > 0.99 && abs (mat - 20000 ) < 19999 ) {
161- gl_Position = vec4 (- 1.0 );
162- } else
163- #endif
164- {
165- texCoord = gl_MultiTexCoord0 .xy;
166- glColor = gl_Color ;
167-
168- sunVec = GetSunVector();
169- upVec = normalize (gbufferModelView[1 ].xyz);
157+ texCoord = gl_MultiTexCoord0 .xy;
158+ glColor = gl_Color ;
170159
171- mat = int (mc_Entity.x + 0.5 );
160+ sunVec = GetSunVector();
161+ upVec = normalize (gbufferModelView[1 ].xyz);
172162
173- position = gl_Vertex ;
163+ mat = int (mc_Entity.x + 0.5 ) ;
174164
175- #ifdef WAVING_ANYTHING
176- #ifdef NO_WAVING_INDOORS
177- lmCoord = GetLightMapCoordinates();
178- #endif
165+ position = gl_Vertex ;
179166
180- DoWave(position.xyz, mat);
167+ #ifdef WAVING_ANYTHING
168+ #ifdef NO_WAVING_INDOORS
169+ lmCoord = GetLightMapCoordinates();
181170 #endif
182171
183- #ifdef PERPENDICULAR_TWEAKS
184- if (mat == 10004 || mat == 10016 ) {
185- vec2 midCoord = (gl_TextureMatrix [0 ] * mc_midTexCoord).st;
186- vec2 texMinMidCoord = texCoord - midCoord;
187- if (texMinMidCoord.y < 0.0 ) {
188- position.xyz += normal * 0.25 ;
189- }
172+ DoWave(position.xyz, mat);
173+ #endif
174+
175+ #ifdef PERPENDICULAR_TWEAKS
176+ if (mat == 10004 || mat == 10016 ) {
177+ vec2 midCoord = (gl_TextureMatrix [0 ] * mc_midTexCoord).st;
178+ vec2 texMinMidCoord = texCoord - midCoord;
179+ if (texMinMidCoord.y < 0.0 ) {
180+ vec3 normal = gl_NormalMatrix * gl_Normal ;
181+ position.xyz += normal * 0.25 ;
190182 }
191- #endif
183+ }
184+ #endif
192185
193- gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * position;
186+ gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * position;
194187
195- float lVertexPos = sqrt (gl_Position .x * gl_Position .x + gl_Position .y * gl_Position .y);
196- float distortFactor = lVertexPos * shadowMapBias + (1.0 - shadowMapBias);
197- gl_Position .xy *= 1.0 / distortFactor;
198- gl_Position .z = gl_Position .z * 0.2 ;
199- }
188+ float lVertexPos = sqrt (gl_Position .x * gl_Position .x + gl_Position .y * gl_Position .y);
189+ float distortFactor = lVertexPos * shadowMapBias + (1.0 - shadowMapBias);
190+ gl_Position .xy *= 1.0 / distortFactor;
191+ gl_Position .z = gl_Position .z * 0.2 ;
200192}
201193
202194#endif
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