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authorMoulberry <jjenour@student.unimelb.edu.au>2020-08-09 07:08:32 +1000
committerGitHub <noreply@github.com>2020-08-09 07:08:32 +1000
commitd313a5c81a553881123c1e478c96a34e07517db4 (patch)
tree36b1abb309ae0f96c378c3c1b917bb9f54bb0234 /src/main/resources/assets/notenoughupdates/shaders
parentf7d3491def0f7498d7bf0d547445f75f0c515912 (diff)
parent0d3a0d7355dac828a97977730bc3acc4dee7e1b4 (diff)
downloadNotEnoughUpdates-1.2.2-BETA.tar.gz
NotEnoughUpdates-1.2.2-BETA.tar.bz2
NotEnoughUpdates-1.2.2-BETA.zip
Merge pull request #17 from Moulberry/beta1.2.3-BETA1.2.2-BETA1.2.1-BETA1.2-REL
Beta
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders')
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/cape.frag4
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag8
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/make_gold.frag38
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/make_gold.vert13
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/blur.json21
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh34
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh11
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json17
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh20
9 files changed, 160 insertions, 6 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/cape.frag b/src/main/resources/assets/notenoughupdates/shaders/cape.frag
index cbe00c70..bfc089bb 100644
--- a/src/main/resources/assets/notenoughupdates/shaders/cape.frag
+++ b/src/main/resources/assets/notenoughupdates/shaders/cape.frag
@@ -8,9 +8,9 @@ void main() {
vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
gl_FragColor = texture * passColour;
- vec3 fakeSunNormal = normalize(vec3(0.2f,1f,-0.2f));
+ vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f));
vec3 normNormal = normalize(passNormal);
float shading = max(0.6f, dot(fakeSunNormal, normNormal));
- gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a);//gl_FragColor.rgb*shading
+ gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a);
} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag
index 76738c31..33d6b341 100644
--- a/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag
+++ b/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag
@@ -16,16 +16,16 @@ vec3 hsv2rgb(vec3 c) {
void main() {
vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
- float hue = mod(millis/10000f+gl_TexCoord[0].t, 1f);
+ float hue = mod(millis/10000.0f+gl_TexCoord[0].t, 1.0f);
float sat = 0.5f;
float val = 0.5f;
vec3 fade = hsv2rgb(vec3(hue, sat, val));
- gl_FragColor = vec4(texture.rgb*texture.a + fade*(1-texture.a), 1f) * passColour;
+ gl_FragColor = vec4(texture.rgb*texture.a + fade*(1.0f-texture.a), 1.0f) * passColour;
- vec3 fakeSunNormal = normalize(vec3(0.2f,1f,-0.2f));
+ vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f));
vec3 normNormal = normalize(passNormal);
float shading = max(0.6f, dot(fakeSunNormal, normNormal));
gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a);
-} \ No newline at end of file
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag b/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag
new file mode 100644
index 00000000..e771f2c2
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag
@@ -0,0 +1,38 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passPosition;
+uniform sampler2D textureIn;
+
+uniform float amount;
+
+//Algorithm by sam hocevar
+vec3 rgb2hsv(vec3 c) {
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
+ vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
+
+ float d = q.x - min(q.w, q.y);
+ float e = 1.0e-10;
+ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+}
+
+//Algorithm by hughsk
+vec3 hsv2rgb(vec3 c) {
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
+}
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ vec3 hsv = rgb2hsv(texture.rgb);
+
+ float hue = mod(hsv.x + amount + passPosition.x*4.0f, 1.0f);
+ float sat = hsv.y*0.7f;
+ float val = hsv.z;
+ vec3 fade = hsv2rgb(vec3(hue, sat, val));
+
+ gl_FragColor = vec4(fade.rgb, texture.a);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/make_gold.vert b/src/main/resources/assets/notenoughupdates/shaders/make_gold.vert
new file mode 100644
index 00000000..40a9d08a
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/make_gold.vert
@@ -0,0 +1,13 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passPosition;
+
+void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ passPosition = gl_Position.xyz;
+
+ passColour = gl_Color;
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/blur.json b/src/main/resources/assets/notenoughupdates/shaders/program/blur.json
new file mode 100644
index 00000000..9da3c2e8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/blur.json
@@ -0,0 +1,21 @@
+{
+ "blend": {
+ "func": "add",
+ "srcrgb": "srcalpha",
+ "dstrgb": "1-srcalpha"
+ },
+ "vertex": "sobel",
+ "fragment": "blur2",
+ "attributes": [ "Position" ],
+ "samplers": [
+ { "name": "DiffuseSampler" }
+ ],
+ "uniforms": [
+ { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
+ { "name": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "BlurDir", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "Radius", "type": "float", "count": 1, "values": [ 5.0 ] },
+ { "name": "AlphaMult", "type": "float", "count": 1, "values": [ 1.0 ] }
+ ]
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh b/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh
new file mode 100644
index 00000000..ca64470a
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh
@@ -0,0 +1,34 @@
+#version 120
+
+uniform sampler2D DiffuseSampler;
+
+varying vec2 texCoord;
+varying vec2 oneTexel;
+
+uniform vec2 InSize;
+
+uniform vec2 BlurDir;
+uniform float Radius;
+uniform float AlphaMult;
+
+void main() {
+ vec4 blurred = vec4(0.0);
+ float totalStrength = 0.0;
+ float totalAlpha = 0.0;
+ float totalSamples = 0.0;
+ for(float r = -Radius; r <= Radius; r += 1.0) {
+ vec4 sample = texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
+
+ // Accumulate average alpha
+ totalAlpha = totalAlpha + sample.a;
+ totalSamples = totalSamples + 1.0;
+
+ // Accumulate smoothed blur
+ //float strength = (2.0 - abs(r / Radius))*sample.a;
+ float strength = sample.a;
+ totalStrength = totalStrength + strength;
+ blurred = blurred + sample;
+ }
+ float alpha = totalAlpha/totalSamples*AlphaMult;
+ gl_FragColor = vec4(blurred.rgb / totalStrength, alpha);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh
new file mode 100644
index 00000000..324602fd
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh
@@ -0,0 +1,11 @@
+#version 120
+
+uniform sampler2D DiffuseSampler;
+
+varying vec2 texCoord;
+
+void main(){
+ vec4 diffuseColor = texture2D(DiffuseSampler, texCoord);
+
+ gl_FragColor = vec4(diffuseColor.a);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json
new file mode 100644
index 00000000..653764fb
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json
@@ -0,0 +1,17 @@
+{
+ "blend": {
+ "func": "add",
+ "srcrgb": "srcalpha",
+ "dstrgb": "1-srcalpha"
+ },
+ "vertex": "blit",
+ "fragment": "setrgbtoalpha",
+ "attributes": [ "Position" ],
+ "samplers": [
+ { "name": "DiffuseSampler" }
+ ],
+ "uniforms": [
+ { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
+ { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
+ ]
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh b/src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh
new file mode 100644
index 00000000..21b17369
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh
@@ -0,0 +1,20 @@
+#version 120
+
+attribute vec4 Position;
+
+uniform mat4 ProjMat;
+uniform vec2 InSize;
+uniform vec2 OutSize;
+
+varying vec2 texCoord;
+varying vec2 oneTexel;
+
+void main(){
+ vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
+ gl_Position = vec4(outPos.xy, 0.2, 1.0);
+
+ oneTexel = 1.0 / InSize;
+
+ texCoord = Position.xy / OutSize;
+ texCoord.y = 1.0 - texCoord.y;
+}