Incompatible with Sodium
Resource pack makes askew world

In resource pack have onle terrain.vsh
terrain.vsh
#version 150
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
uniform sampler2D NoiseTexture;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 ModelOffset;
uniform float GameTime;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
out vec3 normal;
void main() {
float discreteTime = floor(GameTime * 5.0) / 5.0;
vec3 blockPos = floor(Position + 0.5);
float borderFactorX = smoothstep(0.0, 1.0, min(mod(Position.x, 16.0), 16.0 - mod(Position.x, 16.0)));
float borderFactorZ = smoothstep(0.0, 1.0, min(mod(Position.z, 16.0), 16.0 - mod(Position.z, 16.0)));
float borderFactor = min(borderFactorX, borderFactorZ);
vec3 offset = vec3(0.0);
if (borderFactor > 0.01) {
vec2 noiseCoord = blockPos.xz * 0.1 + vec2(discreteTime * 0.5, 0.0);
offset = vec3(
texture(NoiseTexture, noiseCoord).r - 0.5,
texture(NoiseTexture, noiseCoord + vec2(0.3, 0.7)).r - 0.5,
texture(NoiseTexture, noiseCoord + vec2(0.7, 0.3)).r - 0.5
) * 0.1 * borderFactor; // Плавное затухание к границам
}
vec3 worldPos = Position + ModelOffset;
vec3 distortedPos = worldPos + offset;
gl_Position = ProjMat * ModelViewMat * vec4(distortedPos, 1.0);
vertexDistance = length((ModelViewMat * vec4(distortedPos, 1.0)).xyz);
vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);
texCoord0 = UV0;
normal = Normal;
}
