Uniforms - ShockMicro/Minecraft-Shaders GitHub Wiki
Uniforms are variables passed to core shaders that help determine their behavior.
GameTime
GameTime increments indefinitely in core shaders. It seems to be synchronized with the server and thus between players. This can be observed by lagging the server. It has been observed that fract(GameTime * 1200)
loops around roughly each second.
Fog
FogColor
FogColor
determines the color of the fog displayed usually at the edges of render distance or under lava. The alpha of FogColor determines the density of the fog.
FogStart
FogStart
determines (presumably in blocks) where the start of the fog begins. It has been observed that the lower FogStart
is the more tinted the screen becomes corresponding to FogColor
.
FogEnd
FogEnd
determines the end of the fog.
Position
for block shaders
Position
is a vector representing the xyz coordinates relative to the southwest (needs confirming) chunk corner in world-space.
for entity shaders
Position
is a vector representing the xyz coordinates in camera-space (ergo relative to the camera). In essence Position
for entities is the same as Position + ChunkOffset
, but in different coordinate systems
ChunkOffset
A vector representing the xyz coordinates relative the player for each chunk. Thus all blocks in the same chunk have the same ChunkOffset
. ChunkOffset
is in world-space (needs confirming).
ScreenSize
A vector representing the dimensions of the screen. If the resolution of Minecraft is 1920x1080, ScreenSize
will be vec2(1920.0, 1080.0)
.
Light0_Direction
This uniform seems to be used for shading. It has been observed to always point in the same direction regardless of rotation.
Light1_Direction
This uniform seems to be used for shading. It has been observed to always point in the same direction regardless of rotation.