Release the tag update

This commit is contained in:
simeonvartik 2026-09-07 00:11:44 +02:00
commit cb6910b424
1300 changed files with 317229 additions and 0 deletions

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#version 330
#moj_import <minecraft:fog.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
uniform sampler2D Sampler0;
#ifdef DISSOLVE
uniform sampler2D DissolveMaskSampler;
#endif
in float sphericalVertexDistance;
in float cylindricalVertexDistance;
#ifdef PER_FACE_LIGHTING
in vec4 vertexPerFaceColorBack;
in vec4 vertexPerFaceColorFront;
#else
in vec4 vertexColor;
#endif
#ifndef EMISSIVE
in vec4 lightMapColor;
#endif
#ifndef NO_OVERLAY
in vec4 overlayColor;
#endif
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a <= 0.0) {
discard;
}
#ifdef ALPHA_CUTOUT
if (color.a < ALPHA_CUTOUT) {
discard;
}
#endif
#ifdef PER_FACE_LIGHTING
vec4 faceVertexColor = gl_FrontFacing ? vertexPerFaceColorFront : vertexPerFaceColorBack;
#else
vec4 faceVertexColor = vertexColor;
#endif
#ifdef DISSOLVE
if (faceVertexColor.a < texture(DissolveMaskSampler, texCoord0).a) {
discard;
}
faceVertexColor.a = 1.0;
#endif
vec4 tint = faceVertexColor * ColorModulator;
vec3 skinRgb = color.rgb;
#ifndef EMISSIVE
skinRgb *= lightMapColor.rgb;
#endif
vec4 outColor = vec4(mix(skinRgb, tint.rgb, tint.a), color.a);
fragColor = apply_fog(outColor, sphericalVertexDistance, cylindricalVertexDistance, FogEnvironmentalStart, FogEnvironmentalEnd, FogRenderDistanceStart, FogRenderDistanceEnd, FogColor);
}

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#version 330
#moj_import <minecraft:dynamictransforms.glsl>
in vec4 vertexColor;
out vec4 fragColor;
void main() {
fragColor = vertexColor * ColorModulator;
}

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#version 330
#moj_import <minecraft:globals.glsl>
#moj_import <minecraft:dynamictransforms.glsl>
#moj_import <minecraft:projection.glsl>
in vec3 Position;
in vec4 Color;
in vec3 Normal;
in float LineWidth;
out vec4 vertexColor;
const float VIEW_SHRINK = 1.0 - (1.0 / 256.0);
const mat4 VIEW_SCALE = mat4(
VIEW_SHRINK, 0.0, 0.0, 0.0,
0.0, VIEW_SHRINK, 0.0, 0.0,
0.0, 0.0, VIEW_SHRINK, 0.0,
0.0, 0.0, 0.0, 1.0
);
void main() {
vec4 linePosStart = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position, 1.0);
vec4 linePosEnd = ProjMat * VIEW_SCALE * ModelViewMat * vec4(Position + Normal, 1.0);
vec3 ndc1 = linePosStart.xyz / linePosStart.w;
vec3 ndc2 = linePosEnd.xyz / linePosEnd.w;
vec2 lineScreenDirection = normalize((ndc2.xy - ndc1.xy) * ScreenSize);
vec2 lineOffset = vec2(-lineScreenDirection.y, lineScreenDirection.x) * LineWidth / ScreenSize;
if (lineOffset.x < 0.0) {
lineOffset *= -1.0;
}
if (gl_VertexID % 2 == 0) {
gl_Position = vec4((ndc1 + vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
} else {
gl_Position = vec4((ndc1 - vec3(lineOffset, 0.0)) * linePosStart.w, linePosStart.w);
}
vertexColor = Color;
}

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{
"gui.main_menu_click": {
"sounds": [
"autismclient:gui/main_menu_click"
]
},
"hitsound": {
"sounds": [
"autismclient:hit3"
]
}
}

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{
"gui": {
"scaling": {
"type": "nine_slice",
"width": 200,
"height": 20,
"border": {
"left": 20,
"top": 4,
"right": 20,
"bottom": 4
}
}
}
}

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{
"texture": {
"blur": true,
"clamp": true
}
}

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