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## Screenshots
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<img src="assets/creative-inventory.png" height=300 /> <img src="assets/survival-inventory.png" height=300 /> \
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<img src="assets/hotbar.png" width=680 /> \
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<img src="assets/beacon-portal-armor.png" width=680 />
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<img src="assets/hotbar.png" width=680 />
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## Download
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Before Width: | Height: | Size: 682 KiB |
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#version 150
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform mat4 ProjMat;
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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 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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float fragmentDistance = -ProjMat[3].z / ((gl_FragCoord.z) * -2.0 + 1.0 - ProjMat[2].z);
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float nuts = 0.0;
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/* this is an excuse for me to play around with shaders but i guess it also looks kinda cool */
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if (fragmentDistance > 10) {
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nuts = 1.0;
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} else {
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nuts = fragmentDistance / 10;
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}
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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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fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor);
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}
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@ -1,74 +0,0 @@
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#version 150
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#moj_import <matrix.glsl>
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uniform sampler2D Sampler0;
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uniform sampler2D Sampler1;
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uniform float GameTime;
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uniform int EndPortalLayers;
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in vec4 texProj0;
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// removed the `const` keyword here because we're going to modify these values in main()
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vec3[] COLORS = vec3[](
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vec3(0.022087, 0.098399, 0.110818), // weird foreground layer?
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vec3(0.011892, 0.095924, 0.089485), // stars in background
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vec3(0.027636, 0.101689, 0.100326), // also stars
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vec3(0.046564, 0.109883, 0.114838), // more stars
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vec3(0.064901, 0.117696, 0.097189), // the stars are getting bigger
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vec3(0.063761, 0.086895, 0.123646), // take a guess
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vec3(0.084817, 0.111994, 0.166380), // bigger stars
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vec3(0.097489, 0.154120, 0.091064), // would almost consider them foreground objects now
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vec3(0.106152, 0.131144, 0.195191), // .
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vec3(0.097721, 0.110188, 0.187229), // .
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vec3(0.133516, 0.138278, 0.148582), // !
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vec3(0.070006, 0.243332, 0.235792), // !!
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vec3(0.196766, 0.142899, 0.214696), // !!!
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vec3(0.047281, 0.315338, 0.321970), // the turquoise thingies going from left to right
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vec3(0.204675, 0.390010, 0.302066), // green things going from top to bottom
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vec3(0.080955, 0.314821, 0.661491) // blue things going from right to left
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);
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const vec3 PINK = vec3(0.898, 0.541, 0.749);
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const mat4 SCALE_TRANSLATE = mat4(
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0.5, 0.0, 0.0, 0.25,
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0.0, 0.5, 0.0, 0.25,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 end_portal_layer(float layer) {
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mat4 translate = mat4(
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1.0, 0.0, 0.0, 17.0 / layer,
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0.0, 1.0, 0.0, (2.0 + layer / 1.5) * (GameTime * 1.5),
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat2 rotate = mat2_rotate_z(radians((layer * layer * 4321.0 + layer * 9.0) * 2.0));
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mat2 scale = mat2((4.5 - layer / 4.0) * 2.0);
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return mat4(scale * rotate) * translate * SCALE_TRANSLATE;
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}
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out vec4 fragColor;
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void main() {
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// start at 1 because we don't want to change the foreground noise here
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for (int i = 1; i < 16; i++) {
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float intensity = float(i) / 16.0;
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COLORS[i] = mix(COLORS[i], PINK, intensity * 0.7);
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}
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// slightly shift foreground to pink as well :3
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COLORS[0] = mix(COLORS[0], PINK, 0.15);
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vec3 color = textureProj(Sampler0, texProj0).rgb * COLORS[0];
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for (int i = 0; i < EndPortalLayers; i++) {
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color += textureProj(Sampler1, texProj0 * end_portal_layer(float(i + 1))).rgb * COLORS[i];
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}
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fragColor = vec4(color, 1.0);
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}
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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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#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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#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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{
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"pack": {
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"pack_format": 13,
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"description": {
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"text": "~w~",
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"color": "#FDE4F2"
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}
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"description": ":3"
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}
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}
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BIN
pack/pack.png
Before Width: | Height: | Size: 106 KiB |