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author | Moulberry <jjenour@student.unimelb.edu.au> | 2020-08-09 07:08:32 +1000 |
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committer | GitHub <noreply@github.com> | 2020-08-09 07:08:32 +1000 |
commit | d313a5c81a553881123c1e478c96a34e07517db4 (patch) | |
tree | 36b1abb309ae0f96c378c3c1b917bb9f54bb0234 /src/main/resources/assets/notenoughupdates/shaders | |
parent | f7d3491def0f7498d7bf0d547445f75f0c515912 (diff) | |
parent | 0d3a0d7355dac828a97977730bc3acc4dee7e1b4 (diff) | |
download | NotEnoughUpdates-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')
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; +} |