diff options
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders')
5 files changed, 110 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/cape.frag b/src/main/resources/assets/notenoughupdates/shaders/cape.frag new file mode 100644 index 00000000..cbe00c70 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/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,1f,-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 +}
\ No newline at end of file diff --git a/src/main/resources/assets/notenoughupdates/shaders/cape.vert b/src/main/resources/assets/notenoughupdates/shaders/cape.vert new file mode 100644 index 00000000..2b5c48f8 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/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/fade_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag new file mode 100644 index 00000000..76738c31 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/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/10000f+gl_TexCoord[0].t, 1f); + 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; + + vec3 fakeSunNormal = normalize(vec3(0.2f,1f,-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/fade_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/fade_cape.vert new file mode 100644 index 00000000..2b5c48f8 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/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/node.compute b/src/main/resources/assets/notenoughupdates/shaders/node.compute new file mode 100644 index 00000000..df60dfdc --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/node.compute @@ -0,0 +1,39 @@ +#version 430 compatibility +#extension GL_ARB_compute_shader : enable +#extension GL_ARB_shader_storage_buffer_object : enable + +#define HORZ_NODES 6 +#define VERT_NODES 22 + +#define INDEX gl_GlobalInvocationID.x + +#define TARGET_DIST 0.05f + +layout(local_size_x = HORZ_NODES, local_size_y = 1, local_size_z = 1) in; + +struct Node { + vec3 position; + float numInfluences; + vec2 influences[8]; +}; + +layout(std430, binding=0) buffer nodes_buffer { + Node nodes[HORZ_NODES*VERT_NODES]; +}; + + +void resolve(vec2 influence, float strength) { + vec3 dist = nodes[INDEX+int(influence.x)].position - nodes[INDEX].position; + float l = length(dist); + float factor = strength*(l - influence.y)/(2f*l); + + if(INDEX >= HORZ_NODES) nodes[INDEX].position = nodes[INDEX].position + dist * factor; +} + +void main() { + float kPrime = 1.0 - pow(1-0.9f, 1.0/30f); //K = 0.9f + kPrime = 0.5f; + + int influences = int(nodes[INDEX].numInfluences); + for(int i=0; i<influences; i++) resolve(nodes[INDEX].influences[i], kPrime); +}
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