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Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders')
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/cape.frag4
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag8
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/make_gold.frag38
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/make_gold.vert13
4 files changed, 57 insertions, 6 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/cape.frag b/src/main/resources/assets/notenoughupdates/shaders/cape.frag
index cbe00c70..bfc089bb 100644
--- a/src/main/resources/assets/notenoughupdates/shaders/cape.frag
+++ b/src/main/resources/assets/notenoughupdates/shaders/cape.frag
@@ -8,9 +8,9 @@ void main() {
vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
gl_FragColor = texture * passColour;
- vec3 fakeSunNormal = normalize(vec3(0.2f,1f,-0.2f));
+ 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);//gl_FragColor.rgb*shading
+ 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.frag b/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag
index 76738c31..33d6b341 100644
--- a/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag
+++ b/src/main/resources/assets/notenoughupdates/shaders/fade_cape.frag
@@ -16,16 +16,16 @@ vec3 hsv2rgb(vec3 c) {
void main() {
vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
- float hue = mod(millis/10000f+gl_TexCoord[0].t, 1f);
+ 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-texture.a), 1f) * passColour;
+ gl_FragColor = vec4(texture.rgb*texture.a + fade*(1.0f-texture.a), 1.0f) * passColour;
- vec3 fakeSunNormal = normalize(vec3(0.2f,1f,-0.2f));
+ 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/make_gold.frag b/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag
new file mode 100644
index 00000000..e771f2c2
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag
@@ -0,0 +1,38 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passPosition;
+uniform sampler2D textureIn;
+
+uniform float amount;
+
+//Algorithm by sam hocevar
+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);
+}
+
+//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);
+
+ vec3 hsv = rgb2hsv(texture.rgb);
+
+ float hue = mod(hsv.x + amount + passPosition.x*4.0f, 1.0f);
+ float sat = hsv.y*0.7f;
+ float val = hsv.z;
+ vec3 fade = hsv2rgb(vec3(hue, sat, val));
+
+ gl_FragColor = vec4(fade.rgb, texture.a);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/make_gold.vert b/src/main/resources/assets/notenoughupdates/shaders/make_gold.vert
new file mode 100644
index 00000000..40a9d08a
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/make_gold.vert
@@ -0,0 +1,13 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passPosition;
+
+void main() {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ passPosition = gl_Position.xyz;
+
+ passColour = gl_Color;
+} \ No newline at end of file