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-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/lava_cape.frag32
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/lava_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/lightning_cape.frag13
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/lightning_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/make_gold.frag38
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/make_gold.vert13
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.frag129
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/mcworld_cape.vert12
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/blur.json21
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh34
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.fsh32
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.json19
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.vsh16
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh11
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json17
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh20
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/space_cape.frag60
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/space_cape.vert12
20 files changed, 509 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/lava_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/lava_cape.frag
new file mode 100644
index 00000000..9fb35990
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/lava_cape.frag
@@ -0,0 +1,32 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+uniform int millis;
+
+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;
+
+ float factor = (lava.r / 0.65f)*(lava.r / 0.65f);
+ lava.r += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f+sin(mod(millis/500.0f, 6.28f))*factor*0.15f;
+ lava.g += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f;
+ lava.b += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f;
+
+ 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/lava_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/lava_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/lava_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/lightning_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/lightning_cape.frag
new file mode 100644
index 00000000..c4472679
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/lightning_cape.frag
@@ -0,0 +1,13 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+uniform int millis;
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ gl_FragColor = vec4(texture.rgb*shading, gl_FragColor.a);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/lightning_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/lightning_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/lightning_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/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
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
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/blur.json b/src/main/resources/assets/notenoughupdates/shaders/program/blur.json
new file mode 100644
index 00000000..9da3c2e8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/blur.json
@@ -0,0 +1,21 @@
+{
+ "blend": {
+ "func": "add",
+ "srcrgb": "srcalpha",
+ "dstrgb": "1-srcalpha"
+ },
+ "vertex": "sobel",
+ "fragment": "blur2",
+ "attributes": [ "Position" ],
+ "samplers": [
+ { "name": "DiffuseSampler" }
+ ],
+ "uniforms": [
+ { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
+ { "name": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "BlurDir", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "Radius", "type": "float", "count": 1, "values": [ 5.0 ] },
+ { "name": "AlphaMult", "type": "float", "count": 1, "values": [ 1.0 ] }
+ ]
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh b/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh
new file mode 100644
index 00000000..ca64470a
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/blur2.fsh
@@ -0,0 +1,34 @@
+#version 120
+
+uniform sampler2D DiffuseSampler;
+
+varying vec2 texCoord;
+varying vec2 oneTexel;
+
+uniform vec2 InSize;
+
+uniform vec2 BlurDir;
+uniform float Radius;
+uniform float AlphaMult;
+
+void main() {
+ vec4 blurred = vec4(0.0);
+ float totalStrength = 0.0;
+ float totalAlpha = 0.0;
+ float totalSamples = 0.0;
+ for(float r = -Radius; r <= Radius; r += 1.0) {
+ vec4 sample = texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
+
+ // Accumulate average alpha
+ totalAlpha = totalAlpha + sample.a;
+ totalSamples = totalSamples + 1.0;
+
+ // Accumulate smoothed blur
+ //float strength = (2.0 - abs(r / Radius))*sample.a;
+ float strength = sample.a;
+ totalStrength = totalStrength + strength;
+ blurred = blurred + sample;
+ }
+ float alpha = totalAlpha/totalSamples*AlphaMult;
+ gl_FragColor = vec4(blurred.rgb / totalStrength, alpha);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.fsh b/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.fsh
new file mode 100644
index 00000000..c7bcfb0f
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.fsh
@@ -0,0 +1,32 @@
+#version 120
+
+uniform sampler2D DiffuseSampler;
+
+uniform float radiusSq = 0.5f;
+
+uniform vec2 InSize;
+uniform vec2 OutSize;
+
+varying vec2 texCoord;
+
+void main() {
+ if(radiusSq < 0.5 && (texCoord.s-0.5)*(texCoord.s-0.5)+(texCoord.t-0.5)*(texCoord.t-0.5) > radiusSq) {
+ discard;
+ }
+
+ /*float totalAlpha = 0.0f;
+ vec3 accum = vec3(0.0);
+
+ for(int x = -1; x<3; x++) {
+ for(int y = -1; y<3; y++) {
+ vec4 pixel = texture2D(DiffuseSampler, texCoord+vec2(x, y)/InSize);
+
+ accum += pixel.rgb * pixel.a;
+ totalAlpha += pixel.a;
+ }
+ }
+ gl_FragColor.a = totalAlpha/4*4;
+ gl_FragColor.rgb = accum/4*4;*/
+
+ gl_FragColor = texture2D(DiffuseSampler, texCoord);
+} \ No newline at end of file
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.json b/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.json
new file mode 100644
index 00000000..bb41ffd5
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.json
@@ -0,0 +1,19 @@
+{
+ "blend": {
+ "func": "add",
+ "srcrgb": "srcalpha",
+ "dstrgb": "1-srcalpha"
+ },
+ "vertex": "dungeonmap",
+ "fragment": "dungeonmap",
+ "attributes": [ "Position" ],
+ "samplers": [
+ { "name": "DiffuseSampler" }
+ ],
+ "uniforms": [
+ { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
+ { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
+ { "name": "radiusSq", "type": "float", "count": 1, "values": [ 1.0 ] }
+ ]
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.vsh b/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.vsh
new file mode 100644
index 00000000..01a16db5
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/dungeonmap.vsh
@@ -0,0 +1,16 @@
+#version 120
+
+attribute vec4 Position;
+
+uniform mat4 ProjMat;
+uniform vec2 OutSize;
+
+varying vec2 texCoord;
+
+void main(){
+ vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
+ gl_Position = vec4(outPos.xy, 0.2, 1.0);
+
+ texCoord = Position.xy / OutSize;
+ texCoord.y = 1.0 - texCoord.y;
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh
new file mode 100644
index 00000000..324602fd
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.fsh
@@ -0,0 +1,11 @@
+#version 120
+
+uniform sampler2D DiffuseSampler;
+
+varying vec2 texCoord;
+
+void main(){
+ vec4 diffuseColor = texture2D(DiffuseSampler, texCoord);
+
+ gl_FragColor = vec4(diffuseColor.a);
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json
new file mode 100644
index 00000000..653764fb
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/setrgbtoalpha.json
@@ -0,0 +1,17 @@
+{
+ "blend": {
+ "func": "add",
+ "srcrgb": "srcalpha",
+ "dstrgb": "1-srcalpha"
+ },
+ "vertex": "blit",
+ "fragment": "setrgbtoalpha",
+ "attributes": [ "Position" ],
+ "samplers": [
+ { "name": "DiffuseSampler" }
+ ],
+ "uniforms": [
+ { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
+ { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
+ ]
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh b/src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh
new file mode 100644
index 00000000..21b17369
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/program/sobel.vsh
@@ -0,0 +1,20 @@
+#version 120
+
+attribute vec4 Position;
+
+uniform mat4 ProjMat;
+uniform vec2 InSize;
+uniform vec2 OutSize;
+
+varying vec2 texCoord;
+varying vec2 oneTexel;
+
+void main(){
+ vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
+ gl_Position = vec4(outPos.xy, 0.2, 1.0);
+
+ oneTexel = 1.0 / InSize;
+
+ texCoord = Position.xy / OutSize;
+ texCoord.y = 1.0 - texCoord.y;
+}
diff --git a/src/main/resources/assets/notenoughupdates/shaders/space_cape.frag b/src/main/resources/assets/notenoughupdates/shaders/space_cape.frag
new file mode 100644
index 00000000..e3e5d56e
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/space_cape.frag
@@ -0,0 +1,60 @@
+#version 120
+
+varying vec4 passColour;
+varying vec3 passNormal;
+uniform sampler2D textureIn;
+
+uniform int millis;
+uniform int eventMillis;
+uniform float eventRand; //0-1
+
+void main() {
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+
+ vec2 texCoord = gl_TexCoord[0].st + vec2(mod(millis/100.0f,1024.0f)/1024.0f, 421.0f/1024.0f);
+
+ vec4 extra = vec4(0,0,0,0);
+ if(eventRand < 0.4f) {
+ vec2 extraPos = vec2(45.0f+eventRand/0.4f*250.0f, eventMillis/300.0f*550.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(48.0f/1024.0f-(gl_TexCoord[0].t-extraPos.y), gl_TexCoord[0].s-extraPos.x+894.0f/1024.0f);
+ if(extraTexCoord.x > 0.0f && extraTexCoord.x < 200.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ } else if(eventRand < 0.45f) {
+ vec2 extraPos = vec2(-30.0f+eventMillis/2000.0f*370.0f, 50.0f+(eventRand-0.4f)/0.05f*300.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+248.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
+ if(extraTexCoord.x > 200.0f/1024.0f && extraTexCoord.x < 300.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ } else if(eventRand < 0.47f) {
+ vec2 extraPos = vec2(-30.0f+eventMillis/2000.0f*370.0f, 50.0f+(eventRand-0.45f)/0.02f*300.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+348.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
+ if(extraTexCoord.x > 300.0f/1024.0f && extraTexCoord.x < 400.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ } else if(eventRand < 0.48f) {
+ vec2 extraPos = vec2(-30.0f+eventMillis/2000.0f*370.0f, 50.0f+(eventRand-0.47f)/0.01f*300.0f)/1024.0f;
+ vec2 extraTexCoord = vec2(gl_TexCoord[0].s-extraPos.x+448.0f/1024.0f, gl_TexCoord[0].t-extraPos.y+894.0f/1024.0f);
+ if(extraTexCoord.x > 400.0f/1024.0f && extraTexCoord.x < 500.0f/1024.0f) {
+ if(extraTexCoord.y > 843.0f/1024.0f && extraTexCoord.y < 943.0f/1024.0f) {
+ extra = texture2D(textureIn, extraTexCoord);
+ }
+ }
+ }
+
+ vec3 space = texture2D(textureIn, texCoord).rgb;
+
+ gl_FragColor = vec4(texture.rgb*texture.a + extra.rgb*extra.a*(1.0f-texture.a) + space*(1.0f-texture.a)*(1.0f-extra.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/space_cape.vert b/src/main/resources/assets/notenoughupdates/shaders/space_cape.vert
new file mode 100644
index 00000000..2b5c48f8
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/space_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