Compare commits
11 commits
Author | SHA1 | Date | |
---|---|---|---|
Lea | ac2046ec1c | ||
BlackDemonFire | c2796dd977 | ||
Lea | 7c63a7566e | ||
Lea | d42f72771e | ||
Lea | 33c45de449 | ||
Lea | 6715f690ba | ||
Lea | 05a4a49de6 | ||
Lea | 336ca81adf | ||
Lea | 8d6acdfef0 | ||
Lea | a62b7071f0 | ||
Lea | cb6c0f2a88 |
|
@ -3,7 +3,8 @@
|
||||||
## Screenshots
|
## Screenshots
|
||||||
|
|
||||||
<img src="assets/creative-inventory.png" height=300 /> <img src="assets/survival-inventory.png" height=300 /> \
|
<img src="assets/creative-inventory.png" height=300 /> <img src="assets/survival-inventory.png" height=300 /> \
|
||||||
<img src="assets/hotbar.png" width=680 />
|
<img src="assets/hotbar.png" width=680 /> \
|
||||||
|
<img src="assets/beacon-portal-armor.png" width=680 />
|
||||||
|
|
||||||
## Download
|
## Download
|
||||||
|
|
||||||
|
|
BIN
assets/beacon-portal-armor.png
Normal file
After Width: | Height: | Size: 682 KiB |
|
@ -0,0 +1,42 @@
|
||||||
|
#version 150
|
||||||
|
|
||||||
|
#moj_import <fog.glsl>
|
||||||
|
|
||||||
|
uniform sampler2D Sampler0;
|
||||||
|
|
||||||
|
uniform mat4 ProjMat;
|
||||||
|
uniform vec4 ColorModulator;
|
||||||
|
uniform float FogStart;
|
||||||
|
uniform float FogEnd;
|
||||||
|
uniform vec4 FogColor;
|
||||||
|
|
||||||
|
in vec4 vertexColor;
|
||||||
|
in vec2 texCoord0;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
vec4 pink = vec4(0.957, 0.722, 0.859, 1);
|
||||||
|
|
||||||
|
// This file slightly alters the colour of the beacon beam
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 color = texture(Sampler0, texCoord0);
|
||||||
|
color *= vertexColor * ColorModulator;
|
||||||
|
float fragmentDistance = -ProjMat[3].z / ((gl_FragCoord.z) * -2.0 + 1.0 - ProjMat[2].z);
|
||||||
|
|
||||||
|
float nuts = 0.0;
|
||||||
|
|
||||||
|
/* this is an excuse for me to play around with shaders but i guess it also looks kinda cool */
|
||||||
|
|
||||||
|
if (fragmentDistance > 10) {
|
||||||
|
nuts = 1.0;
|
||||||
|
} else {
|
||||||
|
nuts = fragmentDistance / 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
nuts /= 3;
|
||||||
|
nuts += 0.25;
|
||||||
|
|
||||||
|
color.rgb = mix(color.rgb, pink.rgb, nuts);
|
||||||
|
fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor);
|
||||||
|
}
|
74
pack/assets/minecraft/shaders/core/rendertype_end_portal.fsh
Normal file
|
@ -0,0 +1,74 @@
|
||||||
|
#version 150
|
||||||
|
|
||||||
|
#moj_import <matrix.glsl>
|
||||||
|
|
||||||
|
uniform sampler2D Sampler0;
|
||||||
|
uniform sampler2D Sampler1;
|
||||||
|
|
||||||
|
uniform float GameTime;
|
||||||
|
uniform int EndPortalLayers;
|
||||||
|
|
||||||
|
in vec4 texProj0;
|
||||||
|
|
||||||
|
// removed the `const` keyword here because we're going to modify these values in main()
|
||||||
|
vec3[] COLORS = vec3[](
|
||||||
|
vec3(0.022087, 0.098399, 0.110818), // weird foreground layer?
|
||||||
|
vec3(0.011892, 0.095924, 0.089485), // stars in background
|
||||||
|
vec3(0.027636, 0.101689, 0.100326), // also stars
|
||||||
|
vec3(0.046564, 0.109883, 0.114838), // more stars
|
||||||
|
vec3(0.064901, 0.117696, 0.097189), // the stars are getting bigger
|
||||||
|
vec3(0.063761, 0.086895, 0.123646), // take a guess
|
||||||
|
vec3(0.084817, 0.111994, 0.166380), // bigger stars
|
||||||
|
vec3(0.097489, 0.154120, 0.091064), // would almost consider them foreground objects now
|
||||||
|
vec3(0.106152, 0.131144, 0.195191), // .
|
||||||
|
vec3(0.097721, 0.110188, 0.187229), // .
|
||||||
|
vec3(0.133516, 0.138278, 0.148582), // !
|
||||||
|
vec3(0.070006, 0.243332, 0.235792), // !!
|
||||||
|
vec3(0.196766, 0.142899, 0.214696), // !!!
|
||||||
|
vec3(0.047281, 0.315338, 0.321970), // the turquoise thingies going from left to right
|
||||||
|
vec3(0.204675, 0.390010, 0.302066), // green things going from top to bottom
|
||||||
|
vec3(0.080955, 0.314821, 0.661491) // blue things going from right to left
|
||||||
|
);
|
||||||
|
|
||||||
|
const vec3 PINK = vec3(0.898, 0.541, 0.749);
|
||||||
|
|
||||||
|
const mat4 SCALE_TRANSLATE = mat4(
|
||||||
|
0.5, 0.0, 0.0, 0.25,
|
||||||
|
0.0, 0.5, 0.0, 0.25,
|
||||||
|
0.0, 0.0, 1.0, 0.0,
|
||||||
|
0.0, 0.0, 0.0, 1.0
|
||||||
|
);
|
||||||
|
|
||||||
|
mat4 end_portal_layer(float layer) {
|
||||||
|
mat4 translate = mat4(
|
||||||
|
1.0, 0.0, 0.0, 17.0 / layer,
|
||||||
|
0.0, 1.0, 0.0, (2.0 + layer / 1.5) * (GameTime * 1.5),
|
||||||
|
0.0, 0.0, 1.0, 0.0,
|
||||||
|
0.0, 0.0, 0.0, 1.0
|
||||||
|
);
|
||||||
|
|
||||||
|
mat2 rotate = mat2_rotate_z(radians((layer * layer * 4321.0 + layer * 9.0) * 2.0));
|
||||||
|
|
||||||
|
mat2 scale = mat2((4.5 - layer / 4.0) * 2.0);
|
||||||
|
|
||||||
|
return mat4(scale * rotate) * translate * SCALE_TRANSLATE;
|
||||||
|
}
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// start at 1 because we don't want to change the foreground noise here
|
||||||
|
for (int i = 1; i < 16; i++) {
|
||||||
|
float intensity = float(i) / 16.0;
|
||||||
|
COLORS[i] = mix(COLORS[i], PINK, intensity * 0.7);
|
||||||
|
}
|
||||||
|
|
||||||
|
// slightly shift foreground to pink as well :3
|
||||||
|
COLORS[0] = mix(COLORS[0], PINK, 0.15);
|
||||||
|
|
||||||
|
vec3 color = textureProj(Sampler0, texProj0).rgb * COLORS[0];
|
||||||
|
for (int i = 0; i < EndPortalLayers; i++) {
|
||||||
|
color += textureProj(Sampler1, texProj0 * end_portal_layer(float(i + 1))).rgb * COLORS[i];
|
||||||
|
}
|
||||||
|
fragColor = vec4(color, 1.0);
|
||||||
|
}
|
|
@ -0,0 +1,50 @@
|
||||||
|
#version 150
|
||||||
|
|
||||||
|
#moj_import <fog.glsl>
|
||||||
|
#moj_import <hue_shift.glsl>
|
||||||
|
|
||||||
|
uniform sampler2D Sampler0;
|
||||||
|
|
||||||
|
uniform vec4 ColorModulator;
|
||||||
|
uniform float FogStart;
|
||||||
|
uniform float FogEnd;
|
||||||
|
uniform vec4 FogColor;
|
||||||
|
|
||||||
|
in float vertexDistance;
|
||||||
|
in vec4 vertexColor;
|
||||||
|
in vec2 texCoord0;
|
||||||
|
in vec2 texCoord1;
|
||||||
|
in vec4 normal;
|
||||||
|
in vec4 tintColour;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This changes the colour of XP orbs.
|
||||||
|
*
|
||||||
|
* I stole some of the code from this funky individual (planet minecraft, point and laugh):
|
||||||
|
* https://www.planetminecraft.com/texture-pack/rainbow-xp-vanilla/
|
||||||
|
*
|
||||||
|
* Simply hue shifting the XP colours worked sufficiently well for me, but if I wanted
|
||||||
|
* better control over the resulting colours I'd have to put more effort into this.
|
||||||
|
* The resulting colour pulses between purple and dark pink.
|
||||||
|
*/
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
|
||||||
|
if (color.a < 0.1) {
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
|
||||||
|
// detect xp orbs using their tint colour
|
||||||
|
vec4 col255 = tintColour * 255;
|
||||||
|
if(
|
||||||
|
0 <= col255.r && col255.r <= 255 &&
|
||||||
|
253 <= col255.g && col255.g <= 255 &&
|
||||||
|
0 <= col255.b && col255.b <= 51
|
||||||
|
) {
|
||||||
|
color = vec4(hueShift(color.rgb, 160), color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
|
||||||
|
}
|
|
@ -0,0 +1,43 @@
|
||||||
|
#version 150
|
||||||
|
|
||||||
|
#moj_import <light.glsl>
|
||||||
|
#moj_import <fog.glsl>
|
||||||
|
|
||||||
|
in vec3 Position;
|
||||||
|
in vec4 Color;
|
||||||
|
in vec2 UV0;
|
||||||
|
in vec2 UV1;
|
||||||
|
in ivec2 UV2;
|
||||||
|
in vec3 Normal;
|
||||||
|
|
||||||
|
uniform sampler2D Sampler2;
|
||||||
|
|
||||||
|
uniform mat4 ModelViewMat;
|
||||||
|
uniform mat4 ProjMat;
|
||||||
|
uniform mat3 IViewRotMat;
|
||||||
|
uniform int FogShape;
|
||||||
|
|
||||||
|
uniform vec3 Light0_Direction;
|
||||||
|
uniform vec3 Light1_Direction;
|
||||||
|
|
||||||
|
out float vertexDistance;
|
||||||
|
out vec4 vertexColor;
|
||||||
|
out vec2 texCoord0;
|
||||||
|
out vec2 texCoord1;
|
||||||
|
out vec2 texCoord2;
|
||||||
|
out vec4 normal;
|
||||||
|
out vec4 tintColour;
|
||||||
|
|
||||||
|
// This file is modified to pass `tintColour` as output.
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
|
||||||
|
|
||||||
|
vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
|
||||||
|
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color) * texelFetch(Sampler2, UV2 / 16, 0);
|
||||||
|
tintColour = Color;
|
||||||
|
texCoord0 = UV0;
|
||||||
|
texCoord1 = UV1;
|
||||||
|
texCoord2 = UV2;
|
||||||
|
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
|
||||||
|
}
|
28
pack/assets/minecraft/shaders/include/hue_shift.glsl
Normal file
|
@ -0,0 +1,28 @@
|
||||||
|
#version 150
|
||||||
|
|
||||||
|
// https://gist.github.com/mairod/a75e7b44f68110e1576d77419d608786
|
||||||
|
|
||||||
|
vec3 hueShift( vec3 color, float hueAdjust ) {
|
||||||
|
const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
|
||||||
|
const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
|
||||||
|
const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
|
||||||
|
|
||||||
|
const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
|
||||||
|
const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
|
||||||
|
const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
|
||||||
|
|
||||||
|
float YPrime = dot (color, kRGBToYPrime);
|
||||||
|
float I = dot (color, kRGBToI);
|
||||||
|
float Q = dot (color, kRGBToQ);
|
||||||
|
float hue = atan (Q, I);
|
||||||
|
float chroma = sqrt (I * I + Q * Q);
|
||||||
|
|
||||||
|
hue += hueAdjust;
|
||||||
|
|
||||||
|
Q = chroma * sin (hue);
|
||||||
|
I = chroma * cos (hue);
|
||||||
|
|
||||||
|
vec3 yIQ = vec3 (YPrime, I, Q);
|
||||||
|
|
||||||
|
return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) );
|
||||||
|
}
|
BIN
pack/assets/minecraft/textures/block/beacon.png
Normal file
After Width: | Height: | Size: 307 B |
BIN
pack/assets/minecraft/textures/block/deepslate_diamond_ore.png
Normal file
After Width: | Height: | Size: 709 B |
BIN
pack/assets/minecraft/textures/block/diamond_block.png
Normal file
After Width: | Height: | Size: 421 B |
BIN
pack/assets/minecraft/textures/block/diamond_ore.png
Normal file
After Width: | Height: | Size: 660 B |
BIN
pack/assets/minecraft/textures/block/enchanting_table_side.png
Normal file
After Width: | Height: | Size: 424 B |
BIN
pack/assets/minecraft/textures/block/enchanting_table_top.png
Normal file
After Width: | Height: | Size: 354 B |
BIN
pack/assets/minecraft/textures/entity/bee/bee.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
pack/assets/minecraft/textures/entity/bee/bee_angry.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
pack/assets/minecraft/textures/entity/bee/bee_angry_nectar.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
pack/assets/minecraft/textures/entity/bee/bee_nectar.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
pack/assets/minecraft/textures/entity/enchanting_table_book.png
Normal file
After Width: | Height: | Size: 27 KiB |
BIN
pack/assets/minecraft/textures/gui/recipe_book.png
Normal file
After Width: | Height: | Size: 4.5 KiB |
BIN
pack/assets/minecraft/textures/item/empty_armor_slot_boots.png
Normal file
After Width: | Height: | Size: 134 B |
After Width: | Height: | Size: 142 B |
BIN
pack/assets/minecraft/textures/item/empty_armor_slot_helmet.png
Normal file
After Width: | Height: | Size: 136 B |
After Width: | Height: | Size: 127 B |
BIN
pack/assets/minecraft/textures/item/empty_armor_slot_shield.png
Normal file
After Width: | Height: | Size: 240 B |
After Width: | Height: | Size: 133 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_axe.png
Normal file
After Width: | Height: | Size: 122 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_diamond.png
Normal file
After Width: | Height: | Size: 153 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_emerald.png
Normal file
After Width: | Height: | Size: 143 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_hoe.png
Normal file
After Width: | Height: | Size: 124 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_ingot.png
Normal file
After Width: | Height: | Size: 169 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_lapis_lazuli.png
Normal file
After Width: | Height: | Size: 155 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_pickaxe.png
Normal file
After Width: | Height: | Size: 145 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_quartz.png
Normal file
After Width: | Height: | Size: 182 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_redstone_dust.png
Normal file
After Width: | Height: | Size: 152 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_shovel.png
Normal file
After Width: | Height: | Size: 120 B |
After Width: | Height: | Size: 170 B |
After Width: | Height: | Size: 122 B |
BIN
pack/assets/minecraft/textures/item/empty_slot_sword.png
Normal file
After Width: | Height: | Size: 139 B |
BIN
pack/assets/minecraft/textures/models/armor/diamond_layer_1.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
pack/assets/minecraft/textures/models/armor/diamond_layer_2.png
Normal file
After Width: | Height: | Size: 592 B |
|
@ -1,6 +1,9 @@
|
||||||
{
|
{
|
||||||
"pack": {
|
"pack": {
|
||||||
"pack_format": 13,
|
"pack_format": 13,
|
||||||
"description": ":3"
|
"description": {
|
||||||
|
"text": "~w~",
|
||||||
|
"color": "#FDE4F2"
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
BIN
pack/pack.png
Normal file
After Width: | Height: | Size: 106 KiB |