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-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.frag36
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/cape/cape.frag16
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/cape/cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.frag31
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.frag32
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.frag129
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.frag33
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.vert15
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/shiny_cape/shiny_cape.frag26
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/shiny_cape/shiny_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.frag60
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/void/void.frag41
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/void/void.vert16
18 files changed, 519 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.frag
new file mode 100644
index 00000000..e3f7feba
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.frag
@@ -0,0 +1,36 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+uniform int millis;
+uniform int eventMillis;
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ float t = gl_TexCoord[0].t;
+ t = clamp(t, 10.0f/1024.0f, 410.0f/1024.0f);
+
+ float index = mod(millis/30.0f-t*1024.0f, 1024.0f);
+ float xIndex = mod(index, 1024.0f);
+ float yIndex = mod(gl_TexCoord[0].s*1024.0f+millis/500.0f, 421.0f)+421.0f;
+ vec3 lava = texture2D(textureIn, vec2(xIndex/1024.0f, yIndex/1024.0f)).xyz;
+
+ if(eventMillis < 350) {
+ float scroll = (gl_TexCoord[0].s*1024.0f+gl_TexCoord[0].t*1024.0f);
+ float factor = (10 - abs(scroll - eventMillis*2))/20.0f;
+ if(factor > 0) {
+ lava += vec3(factor, factor, factor);
+ }
+ }
+
+ gl_FragColor = vec4(texture.rgb*texture.a + lava*(1.0f-texture.a), 1.0f) * passColour;
+
+ 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);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/biscuit_cape/biscuit_cape.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);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/cape/cape.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/cape/cape.frag
new file mode 100644
index 00000000..bfc089bb
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/cape/cape.frag
@@ -0,0 +1,16 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+ gl_FragColor = texture * passColour;
+
+ 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/capes/cape/cape.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/cape/cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/cape/cape.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);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.frag
new file mode 100644
index 00000000..33d6b341
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.frag
@@ -0,0 +1,31 @@
+#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() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ 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*(1.0f-texture.a), 1.0f) * passColour;
+
+ 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);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/fade_cape/fade_cape.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);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.frag
new file mode 100644
index 00000000..9fb35990
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.frag
@@ -0,0 +1,32 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+uniform int millis;
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ float t = gl_TexCoord[0].t;
+ t = clamp(t, 10.0f/1024.0f, 410.0f/1024.0f);
+
+ float index = mod(millis/30.0f-t*1024.0f, 1024.0f);
+ float xIndex = mod(index, 1024.0f);
+ float yIndex = mod(gl_TexCoord[0].s*1024.0f+millis/500.0f, 421.0f)+421.0f;
+ vec3 lava = texture2D(textureIn, vec2(xIndex/1024.0f, yIndex/1024.0f)).xyz;
+
+ float factor = (lava.r / 0.65f)*(lava.r / 0.65f);
+ lava.r += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f+sin(mod(millis/500.0f, 6.28f))*factor*0.15f;
+ lava.g += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f;
+ lava.b += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f;
+
+ gl_FragColor = vec4(texture.rgb*texture.a + lava*(1.0f-texture.a), 1.0f) * passColour;
+
+ 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);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/lava_cape/lava_cape.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);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.frag
new file mode 100644
index 00000000..1dc5e1c8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.frag
@@ -0,0 +1,129 @@
+#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);
+}
+
+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);
+}
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ float t = gl_TexCoord[0].t;
+ t = clamp(t, 10.0f/1024.0f, 410.0f/1024.0f);
+
+ float start = 56.0f - 44.0f*t/(420.0f/1024.0f);
+ float width = 182.0f + 90.0f*t/(420.0f/1024.0f);
+ float scaleFactor = 1.0f/(width/1024.0f)*112.0f;
+
+ float index = mod(millis/20.0f+t*scaleFactor, 2820.0f);
+ float yIndex = floor(index/1024.0f)*112.0f-(gl_TexCoord[0].s-start/1024.0f)*scaleFactor+532.0f;
+ float xIndex = mod(index, 1024.0f);
+ vec3 world = texture2D(textureIn, vec2(xIndex/1024.0f, yIndex/1024.0f)).xyz;
+
+ float hue = 0.0f;
+ float saturation = 1.0f;
+ float value = 1.0f;
+ if(index < 208) { //sky
+ float blurFactor = clamp((index-158)/100.0f, 0.0f, 0.5f);
+
+ hue = 200.0f;
+ saturation = 1.0f - blurFactor;
+ value = 0.9f - 0.6f*blurFactor;
+ } else if(index < 800) { //underground
+ if(index < 400) {
+ float blurFactor = clamp((258-index)/100.0f, 0.0f, 0.5f);
+
+ hue = 200.0f;
+ saturation = 0.0f + blurFactor;
+ value = 0.3f + 0.6f*blurFactor;
+ } else {
+ float blurFactor = clamp((index-750)/100.0f, 0.0f, 0.5f);
+
+ hue = 350.0f;
+ saturation = 0.0f + 0.5f*blurFactor;
+ value = 0.3f - 0.1f*blurFactor;
+ }
+ } else if(index < 1762) { //nether
+ if(index < 1200) {
+ float blurFactor = clamp((850-index)/100.0f, 0.0f, 0.5f);
+
+ hue = 350.0f;
+ saturation = 0.5f - 0.5f*blurFactor;
+ value = 0.2f + 0.1f*blurFactor;
+ } else {
+ float blurFactor = clamp((index-1712)/100.0f, 0.0f, 0.5f);
+
+ hue = 350.0f;
+ saturation = 0.5f - 0.5f*blurFactor;
+ value = 0.2f + 0.1f*blurFactor;
+ }
+ } else if(index < 2200) { //underground
+ if(index < 1900) {
+ float blurFactor = clamp((1812-index)/100.0f, 0.0f, 0.5f);
+
+ hue = 350.0f;
+ saturation = 0.0f + 0.5f*blurFactor;
+ value = 0.3f - 0.1f*blurFactor;
+ } else {
+ float blurFactor = clamp((index-2150)/100.0f, 0.0f, 0.5f);
+
+ hue = 0.0f;
+ saturation = 0.0f;
+ value = 0.3f - 0.3f*blurFactor;
+ }
+ } else if(index < 2600) { //end
+ if(index < 2400) {
+ float blurFactor = clamp((2250-index)/100.0f, 0.0f, 0.5f);
+
+ hue = 0.0f;
+ saturation = 0.0f;
+ value = 0.0f + 0.3f*blurFactor;
+ } else {
+ float blurFactor = clamp((index-2550)/100.0f, 0.0f, 0.5f);
+
+ hue = 200.0f;
+ saturation = 0.0f + blurFactor;
+ value = 0.0f + 0.9f*blurFactor;
+ }
+ } else { //sky
+ float blurFactor = clamp((2650-index)/100.0f, 0.0f, 0.5f);
+
+ hue = 200.0f;
+ saturation = 1.0f - blurFactor;
+ value = 0.9f - 0.9f*blurFactor;
+ }
+ hue = mod(hue, 360.0f);
+ saturation = max(0.0f, min(1.0f, saturation));
+ value = max(0.0f, min(1.0f, value));
+
+ vec3 hsv = rgb2hsv(texture.rgb);
+ hsv.x = hue/360.0f;
+ hsv.y *= saturation;
+ hsv.z *= value;
+
+ gl_FragColor = vec4(hsv2rgb(hsv)*texture.a + world*(1.0f-texture.a), 1.0f) * passColour;
+
+ 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);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/mcworld_cape/mcworld_cape.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);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.frag
new file mode 100644
index 00000000..a601bd0c
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.frag
@@ -0,0 +1,33 @@
+#version 130
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+varying vec4 passPosition;
+uniform vec2 screensize;
+
+int a(float f) {
+ return int(round(f*1999));
+}
+
+void main() {
+ vec2 viewportCoord = gl_FragCoord.xy/screensize.xy;
+ vec4 texture = texture2D(textureIn, viewportCoord);
+
+ int offsetFactor = a(viewportCoord.x)^a(viewportCoord.y);
+ float dist = 1+mod(offsetFactor/4, 2);
+ float xOffset = dist*mod(offsetFactor-1, 2);
+ float yOffset = dist*mod(offsetFactor-2, 2);
+
+ texture = texture2D(textureIn, vec2(viewportCoord.x+xOffset/screensize.x, viewportCoord.y+yOffset/screensize.y));
+ texture = vec4(texture.rgb*texture.a, 1);
+ texture.rgb = 1 - texture.rgb;
+
+ gl_FragColor = texture * passColour;
+
+ 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, 1);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.vert
new file mode 100644
index 00000000..9ccbcd6f
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/negative/negative.vert
@@ -0,0 +1,15 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+varying vec4 passPosition;
+uniform vec2 screensize;
+
+void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ passColour = gl_Color;
+ passNormal = normalize(gl_Normal);
+ passPosition = gl_Position;
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/shiny_cape/shiny_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/shiny_cape/shiny_cape.frag
new file mode 100644
index 00000000..77e2c5eb
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/shiny_cape/shiny_cape.frag
@@ -0,0 +1,26 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+uniform int millis;
+uniform int eventMillis;
+
+void main() {
+ gl_FragColor = texture2D(textureIn, gl_TexCoord[0].st) * passColour;
+
+ if(eventMillis < 350 && gl_TexCoord[0].s < 512 && gl_TexCoord[0].t < 512) {
+ float scroll = (gl_TexCoord[0].s*1024.0f+gl_TexCoord[0].t*1024.0f);
+ float factor = (10 - abs(scroll - eventMillis*2))/40.0f;
+ if(factor > 0) {
+ gl_FragColor.rgb += vec3(factor+0.25f, factor+0.25f, factor+0.25f);
+ }
+ }
+
+ 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/capes/shiny_cape/shiny_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/shiny_cape/shiny_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/shiny_cape/shiny_cape.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);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.frag
new file mode 100644
index 00000000..e3e5d56e
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.frag
@@ -0,0 +1,60 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+uniform int millis;
+uniform int eventMillis;
+uniform float eventRand; //0-1
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ vec2 texCoord = gl_TexCoord[0].st + vec2(mod(millis/100.0f,1024.0f)/1024.0f, 421.0f/1024.0f);
+
+ vec4 extra = vec4(0,0,0,0);
+ if(eventRand < 0.4f) {
+ vec2 extraPos = vec2(45.0f+eventRand/0.4f*250.0f, eventMillis/300.0f*550.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(48.0f/1024.0f-(gl_TexCoord[0].t-extraPos.y), gl_TexCoord[0].s-extraPos.x+894.0f/1024.0f);
+ if(extraTexCoord.x > 0.0f && extraTexCoord.x < 200.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ } else if(eventRand < 0.45f) {
+ vec2 extraPos = vec2(-30.0f+eventMillis/2000.0f*370.0f, 50.0f+(eventRand-0.4f)/0.05f*300.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+248.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
+ if(extraTexCoord.x > 200.0f/1024.0f && extraTexCoord.x < 300.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ } else if(eventRand < 0.47f) {
+ vec2 extraPos = vec2(-30.0f+eventMillis/2000.0f*370.0f, 50.0f+(eventRand-0.45f)/0.02f*300.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+348.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
+ if(extraTexCoord.x > 300.0f/1024.0f && extraTexCoord.x < 400.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ } else if(eventRand < 0.48f) {
+ vec2 extraPos = vec2(-30.0f+eventMillis/2000.0f*370.0f, 50.0f+(eventRand-0.47f)/0.01f*300.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+448.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
+ if(extraTexCoord.x > 400.0f/1024.0f && extraTexCoord.x < 500.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ }
+
+ vec3 space = texture2D(textureIn, texCoord).rgb;
+
+ gl_FragColor = vec4(texture.rgb*texture.a + extra.rgb*extra.a*(1.0f-texture.a) + space*(1.0f-texture.a)*(1.0f-extra.a), 1.0f) * passColour;
+
+ 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);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/space_cape/space_cape.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);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/void/void.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/void/void.frag
new file mode 100644
index 00000000..3809c133
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/void/void.frag
@@ -0,0 +1,41 @@
+#version 130
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+varying vec4 passPosition;
+uniform vec2 screensize;
+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() {
+ vec2 viewportCoord1 = (gl_FragCoord.xy+vec2(-millis/100.0f, 70)/5.0f)/screensize.yy;
+ vec4 texture1 = texture2D(textureIn, viewportCoord1);
+
+ vec2 viewportCoord2 = (gl_FragCoord.xy/2.0f+vec2(50, millis/100.0f)/3.0f)/screensize.yy;
+ vec4 texture2 = texture2D(textureIn, viewportCoord2);
+
+ vec2 viewportCoord3 = (gl_FragCoord.xy/3.0f+vec2(-millis/100.0f+30, millis/100.0f+90)/2.0f)/screensize.yy;
+ vec4 texture3 = texture2D(textureIn, viewportCoord3);
+
+ vec2 viewportCoord4 = (gl_FragCoord.xy/3.0f+vec2(-millis/100.0f+50, -millis/100.0f+10)/2.0f)/screensize.yy;
+ vec4 texture4 = texture2D(textureIn, viewportCoord4);
+
+ float r = texture1.r + texture2.r + texture3.r + texture4.r;
+ float g = texture1.g + texture2.g + texture3.g + texture4.g;
+ float b = texture1.b + texture2.b + texture3.b + texture4.b;
+
+ if(r > 1) r = 1;
+ if(g > 1) g = 1;
+ if(b > 1) b = 1;
+
+ vec4 colour = vec4(hsv2rgb(vec3(mod(millis/50000.0f+gl_FragCoord.x/screensize.x/3.0f, 1.0f), 0.35f, 1.0f)), 1.0f);
+
+ gl_FragColor = vec4(r, g, b, 1) * passColour * colour;
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/void/void.vert b/src/main/resources/assets/notenoughupdates/shaders/capes/void/void.vert
new file mode 100644
index 00000000..0cc39c90
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/void/void.vert
@@ -0,0 +1,16 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+varying vec4 passPosition;
+uniform vec2 screensize;
+uniform int millis;
+
+void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ passColour = gl_Color;
+ passNormal = normalize(gl_Normal);
+ passPosition = gl_Position;
+} \ No newline at end of file