#version 150
#moj_import <light.glsl>
in vec3 Position;in vec4 Color;in vec2 UV0;in vec2 UV1;in ivec2 UV2;in vec3 Normal; uniform sampler2D Sampler2; uniform mat4 ModelViewMat;uniform mat4 ProjMat; uniform vec3 Light0_Direction;uniform vec3 Light1_Direction; out float vertexDistance;out vec4 vertexColor;out vec2 texCoord0;out vec2 texCoord1;out vec4 normal;flat out vec4 tint;flat out vec3 vNormal;flat out vec4 texel; void main(){vNormal=Normal;texel=texelFetch(Sampler2, UV2 / 16, 0);gl_Position=ProjMat*ModelViewMat*vec4(Position, 1.0); vertexDistance=length((ModelViewMat*vec4(Position, 1.0)).xyz);vertexColor=minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color)*texelFetch(Sampler2, UV2 / 16, 0);tint=Color;texCoord0=UV0;texCoord1=UV1;normal=ProjMat*ModelViewMat*vec4(Normal, 0.0);}