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-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/biscuit_cape.frag36
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/biscuit_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/shiny_cape.frag26
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/shiny_cape.vert12
4 files changed, 86 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/biscuit_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/biscuit_cape.frag
new file mode 100644
index 00000000..e3f7feba
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/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/biscuit_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/biscuit_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/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/shiny_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/shiny_cape.frag
new file mode 100644
index 00000000..77e2c5eb
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/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/shiny_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/shiny_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/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