/*
====================================================================================================

    Copyright (C) 2025 Pyvtron VX Shaders - Pyvtron

    All Rights Reserved unless otherwise explicitly stated.

    Before You Do Something With Pyvtron VX Shaders, You MUST Read This:

    You Must Read The License: https://pyvtron.pages.dev/minecraft-shaders/pyvtron-shaders-license
    And Read The Agreement: https://pyvtron.pages.dev/minecraft-shaders/pyvtron-shaders-agreement

====================================================================================================
*/


#include "/Include/Settings.glsl"

uniform sampler2D texture;
uniform int isEyeInWater;
#ifndef COMPATIBLE_MODE
	uniform int renderStage;
#endif

in vec4 color;
in vec4 texcoord;


void main() {
	vec4 albedo = vec4(0.0);

#ifndef COMPATIBLE_MODE
#ifdef ROUND_MOON

	if (renderStage == MC_RENDER_STAGE_MOON)
     {
		albedo = texture2D(texture, texcoord.st);
		albedo *= color;
		if(isEyeInWater == 1) albedo.a = 0.0;
	}
#endif
#endif
	gl_FragData[0] = albedo;
}

/* DRAWBUFFERS:0 */

