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-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.frag129
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.vert12
2 files changed, 141 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);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/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