Create/src/main/resources/assets/create/shader/instanced.frag

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#version 440 core
in vec2 TexCoords;
in vec2 Light;
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in float Diffuse;
out vec4 fragColor;
layout(binding=0) uniform sampler2D BlockAtlas;
layout(binding=1) uniform sampler2D LightMap;
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vec4 light() {
vec2 lm = Light * 0.9375 + 0.03125;
return texture2D(LightMap, lm);
}
void main() {
vec4 tex = texture2D(BlockAtlas, TexCoords);
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fragColor = vec4(tex.rgb * light().rgb * Diffuse, tex.a);
}