clean up shaders, change xp orb colour
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336ca81adf
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@ -9,13 +9,16 @@ uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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uniform vec4 Pink;
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in vec4 vertexColor;
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in vec2 texCoord0;
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out vec4 fragColor;
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vec4 pink = vec4(0.957, 0.722, 0.859, 1);
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// This file slightly alters the colour of the beacon beam
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void main() {
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vec4 color = texture(Sampler0, texCoord0);
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color *= vertexColor * ColorModulator;
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@ -34,6 +37,6 @@ void main() {
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nuts /= 3;
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nuts += 0.25;
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color.rgb = mix(color.rgb, Pink.rgb, nuts);
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color.rgb = mix(color.rgb, pink.rgb, nuts);
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fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor);
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}
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@ -1,26 +0,0 @@
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{
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"blend": {
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"func": "add",
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"srcrgb": "srcalpha",
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"dstrgb": "1-srcalpha"
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},
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"vertex": "rendertype_beacon_beam",
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"fragment": "rendertype_beacon_beam",
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"attributes": [
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"Position",
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"Color",
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"UV0"
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],
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"samplers": [
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{ "name": "Sampler0" }
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],
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"uniforms": [
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{ "name": "ModelViewMat", "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 ] },
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{ "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 ] },
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{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
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{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
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{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
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{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "Pink", "type": "float", "count": 4, "values": [ 0.957, 0.722, 0.859, 1 ] }
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]
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}
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@ -0,0 +1,50 @@
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#version 150
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#moj_import <fog.glsl>
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#moj_import <hue_shift.glsl>
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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in float vertexDistance;
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in vec4 vertexColor;
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in vec2 texCoord0;
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in vec2 texCoord1;
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in vec4 normal;
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in vec4 tintColour;
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out vec4 fragColor;
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/**
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* This changes the colour of XP orbs.
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*
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* I stole some of the code from this funky individual (planet minecraft, point and laugh):
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* https://www.planetminecraft.com/texture-pack/rainbow-xp-vanilla/
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*
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* Simply hue shifting the XP colours worked sufficiently well for me, but if I wanted
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* better control over the resulting colours I'd have to put more effort into this.
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* The resulting colour pulses between purple and dark pink.
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*/
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void main() {
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vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
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if (color.a < 0.1) {
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discard;
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}
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// detect xp orbs using their tint colour
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vec4 col255 = tintColour * 255;
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if(
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0 <= col255.r && col255.r <= 255 &&
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253 <= col255.g && col255.g <= 255 &&
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0 <= col255.b && col255.b <= 51
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) {
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color = vec4(hueShift(color.rgb, 160), color.a);
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}
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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@ -0,0 +1,43 @@
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#version 150
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#moj_import <light.glsl>
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#moj_import <fog.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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in vec2 UV1;
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in ivec2 UV2;
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in vec3 Normal;
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uniform sampler2D Sampler2;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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uniform mat3 IViewRotMat;
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uniform int FogShape;
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uniform vec3 Light0_Direction;
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uniform vec3 Light1_Direction;
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out float vertexDistance;
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out vec4 vertexColor;
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out vec2 texCoord0;
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out vec2 texCoord1;
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out vec2 texCoord2;
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out vec4 normal;
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out vec4 tintColour;
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// This file is modified to pass `tintColour` as output.
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
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vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
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vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color) * texelFetch(Sampler2, UV2 / 16, 0);
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tintColour = Color;
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texCoord0 = UV0;
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texCoord1 = UV1;
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texCoord2 = UV2;
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normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
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}
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28
pack/assets/minecraft/shaders/include/hue_shift.glsl
Normal file
28
pack/assets/minecraft/shaders/include/hue_shift.glsl
Normal file
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@ -0,0 +1,28 @@
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#version 150
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// https://gist.github.com/mairod/a75e7b44f68110e1576d77419d608786
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vec3 hueShift( vec3 color, float hueAdjust ) {
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const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
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const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
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const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
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const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
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const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
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const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
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float YPrime = dot (color, kRGBToYPrime);
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float I = dot (color, kRGBToI);
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float Q = dot (color, kRGBToQ);
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float hue = atan (Q, I);
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float chroma = sqrt (I * I + Q * Q);
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hue += hueAdjust;
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Q = chroma * sin (hue);
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I = chroma * cos (hue);
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vec3 yIQ = vec3 (YPrime, I, Q);
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return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
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}
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