diff options
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.frag')
-rw-r--r-- | src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.frag | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.frag new file mode 100644 index 00000000..1dc5e1c8 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/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); +} |