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author | Oliver <42757516+carelesshippo@users.noreply.github.com> | 2021-04-17 17:39:32 -0600 |
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committer | GitHub <noreply@github.com> | 2021-04-17 17:39:32 -0600 |
commit | 59d3bf67d93d0204d0dc493508d9d9c2a24cd10b (patch) | |
tree | 651eb8e6b6431c813e4dcfb9272a3933fabb6f1d /src/main/resources/assets/notenoughupdates/shaders | |
parent | 52182481737f4e8aea7f9fa6f0d14883031ca22d (diff) | |
parent | 03b9a8dbcc1ebd5f8c39e4733a741a4092ab0a1d (diff) | |
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Merge pull request #1 from Moulberry/master
PRE26
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders')
4 files changed, 261 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/planets/planets.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/planets/planets.frag new file mode 100644 index 00000000..2c34682a --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/capes/planets/planets.frag @@ -0,0 +1,185 @@ +#version 120 + +varying vec4 passColour; +varying vec3 passNormal; +varying vec3 passVertex; + +uniform sampler2D textureIn; +uniform int millis; +uniform int planetType; +uniform vec3 sunVec; + +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} +float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} +float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} + +vec4 grad4(float j, vec4 ip){ + const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); + vec4 p,s; + + p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; + p.w = 1.5 - dot(abs(p.xyz), ones.xyz); + s = vec4(lessThan(p, vec4(0.0))); + p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; + + return p; +} + +float snoise(vec4 v){ + const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 + 0.309016994374947451); // (sqrt(5) - 1)/4 F4 +// First corner + vec4 i = floor(v + dot(v, C.yyyy) ); + vec4 x0 = v - i + dot(i, C.xxxx); + +// Other corners + +// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) + vec4 i0; + + vec3 isX = step( x0.yzw, x0.xxx ); + vec3 isYZ = step( x0.zww, x0.yyz ); +// i0.x = dot( isX, vec3( 1.0 ) ); + i0.x = isX.x + isX.y + isX.z; + i0.yzw = 1.0 - isX; + +// i0.y += dot( isYZ.xy, vec2( 1.0 ) ); + i0.y += isYZ.x + isYZ.y; + i0.zw += 1.0 - isYZ.xy; + + i0.z += isYZ.z; + i0.w += 1.0 - isYZ.z; + + // i0 now contains the unique values 0,1,2,3 in each channel + vec4 i3 = clamp( i0, 0.0, 1.0 ); + vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); + vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); + + // x0 = x0 - 0.0 + 0.0 * C + vec4 x1 = x0 - i1 + 1.0 * C.xxxx; + vec4 x2 = x0 - i2 + 2.0 * C.xxxx; + vec4 x3 = x0 - i3 + 3.0 * C.xxxx; + vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; + +// Permutations + i = mod(i, 289.0); + float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); + vec4 j1 = permute( permute( permute( permute ( + i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) + + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) + + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) + + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); +// Gradients +// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.) +// 7*7*6 = 294, which is close to the ring size 17*17 = 289. + + vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; + + vec4 p0 = grad4(j0, ip); + vec4 p1 = grad4(j1.x, ip); + vec4 p2 = grad4(j1.y, ip); + vec4 p3 = grad4(j1.z, ip); + vec4 p4 = grad4(j1.w, ip); + +// Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + p4 *= taylorInvSqrt(dot(p4,p4)); + +// Mix contributions from the five corners + vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); + vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); + m0 = m0 * m0; + m1 = m1 * m1; + return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) + + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; + +} + +vec3 interp_hsv(vec3 one, vec3 two, float amount) { + return one + (two - one) * amount; +} + +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); +} + +vec3 ocean_deep = vec3(245.0/365.0, 82.0/100.0, 67.0/100.0); +vec3 ocean_shallow = vec3(220.0/365.0, 75.0/100.0, 67.0/100.0); +vec3 land_low = vec3(93.0/365.0, 87.0/100.0, 86.0/100.0); +vec3 land_med = vec3(135.0/365.0, 84.0/100.0, 82.0/100.0); +vec3 land_high = vec3(40.0/365.0, 52.0/100.0, 82.0/100.0); + +vec3 gray_light = vec3(31.0/365.0, 38.0/100.0, 80.0/100.0); +vec3 gray_dark = vec3(15.0/365.0, 50.0/100.0, 24.0/100.0); + +vec3 jupiter_light = vec3(31.0/365.0, 50.0/100.0, 80.0/100.0); +vec3 jupiter_dark = vec3(15.0/365.0, 70.0/100.0, 24.0/100.0); + +void main() { + if(gl_TexCoord[0].s > 0.5f || gl_TexCoord[0].t > 0.5f) { + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + return; + } + vec2 uv = gl_TexCoord[0].st; + + if(planetType == 0) { + float perlin = (snoise(vec4(passVertex.x*10.0, passVertex.y*10.0, passVertex.z*10.0, millis/1000.0))+1.0)/2.0; + float perlin2 = snoise(vec4(passVertex.x*2.0, passVertex.y*2.0, passVertex.z*2.0, millis/10000.0)); + + vec3 col1 = vec3(1, 0.1+perlin*0.6, 0); + vec3 col2 = vec3(perlin2*0.7); + vec3 colF = max(col1, col2); + gl_FragColor = vec4(colF,1.0); + return; + } else if(planetType == 1) { + float perlin = (snoise(vec4(passVertex.x*2.0, passVertex.y*2.0, passVertex.z*2.0, 0.0))+1.0)/2.0; + float perlin2 = snoise(vec4(passVertex.x*1.0, passVertex.y*1.0, passVertex.z*1.0, millis/10000.0)); + + vec3 col1 = vec3(0, 0, 1); + if(perlin < 0.55) { + col1 = hsv2rgb(interp_hsv(ocean_deep, ocean_shallow, perlin*perlin/0.55/0.55)); + } else if(perlin < 0.9) { + col1 = hsv2rgb(interp_hsv(land_low, land_med, (perlin-0.55)/0.35)); + } else { + col1 = hsv2rgb(interp_hsv(land_med, land_high, (perlin-0.9)/0.1)); + } + vec3 col2 = vec3(perlin2*0.7); + vec3 colF = max(col1, col2); + + gl_FragColor = vec4(colF,1.0); + + gl_FragColor.rgb *= 1.2*max(0.35, dot(normalize(sunVec), normalize(passNormal))); + + return; + } else if(planetType == 2) { + float perlin = (snoise(vec4(passVertex.x*10.0, passVertex.y*10.0, passVertex.z*10.0, 0.0))+1.0)/2.0; + gl_FragColor = vec4(hsv2rgb(interp_hsv(gray_light, gray_dark, perlin)), 1.0); + + gl_FragColor.rgb *= 1.2*max(0.35, dot(normalize(sunVec), normalize(passNormal))); + + return; + } else if(planetType == 3) { + float perlin = (snoise(vec4(passVertex.x*0.2, passVertex.y*10.0, passVertex.z*0.2, 0.0))+1.0)/2.0; + gl_FragColor = vec4(hsv2rgb(interp_hsv(jupiter_light, jupiter_dark, perlin)), 1.0); + + gl_FragColor.rgb *= 1.2*max(0.35, dot(normalize(sunVec), normalize(passNormal))); + + return; + } else if(planetType == 4) { + float perlin = (snoise(vec4(passVertex.x*0.2, passVertex.y*10.0, passVertex.z*0.2, 0.0))+1.0)/2.0; + gl_FragColor = vec4(hsv2rgb(interp_hsv(ocean_deep, ocean_shallow, perlin)), 1.0); + + gl_FragColor.rgb *= 1.2*max(0.35, dot(normalize(sunVec), normalize(passNormal))); + + return; + } + + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); +}
\ No newline at end of file diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/planets/planets.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/planets/planets.vert new file mode 100644 index 00000000..632a4f94 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/capes/planets/planets.vert @@ -0,0 +1,14 @@ +#version 120 + +varying vec4 passColour; +varying vec3 passNormal; +varying vec3 passVertex; + +void main() { + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + + passColour = gl_Color; + passNormal = normalize(gl_Normal); + passVertex = vec3(gl_Vertex.x, gl_Vertex.y, gl_Vertex.z); +}
\ No newline at end of file diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/tunnel/tunnel.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/tunnel/tunnel.frag new file mode 100644 index 00000000..fa3455ce --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/capes/tunnel/tunnel.frag @@ -0,0 +1,50 @@ +#version 120 + +varying vec4 passColour; +varying vec3 passNormal; +uniform sampler2D textureIn; + +uniform int millis; + +//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() +{ + float num = 5.0; + + vec2 uv = vec2(gl_TexCoord[0].s*1024.0/300.0, gl_TexCoord[0].t*1024.0/420.0); + + float timeMod = mod(millis/1000.0/num, 1.0/num); + + if(uv.x > 1.5 || uv.y > 1) { + vec3 rgb = hsv2rgb(vec3((-1.0/num-millis/1000.0/num+timeMod)/2.0, 0.6, 0.8)) * 1.4; + gl_FragColor = vec4(rgb, 1.0); + return; + } + + float xDist = 1.0 - min(uv.x, 1.0 - uv.x)*2.0; + float yDist = 1.0 - min(uv.y, 1.0 - uv.y)*2.0; + //float a = 20.0; + //float edgeDist = 1.0 - pow(pow(xDist, a) + pow(yDist, a), 1.0/a); + float edgeDist = 1.0 - max(xDist, yDist); + + edgeDist += 0.2; + edgeDist *= edgeDist; + edgeDist -= timeMod; + + float factor = 1.0 - mod(edgeDist*num, 1.0); + factor *= factor*factor; + factor = 1.4 - factor; + factor = max(0.8, factor); + + edgeDist = floor(edgeDist*num)/num; + + vec3 rgb = hsv2rgb(vec3((edgeDist-millis/1000.0/num+timeMod)/2.0, 0.6, 0.8)); + + gl_FragColor = vec4(rgb*factor, 1.0); +} diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/tunnel/tunnel.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/tunnel/tunnel.vert new file mode 100644 index 00000000..2b5c48f8 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/capes/tunnel/tunnel.vert @@ -0,0 +1,12 @@ +#version 120 + +varying vec4 passColour; +varying vec3 passNormal; + +void main() { + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + + passColour = gl_Color; + passNormal = normalize(gl_Normal); +}
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