Add Recipe Book #2
|
@ -9,13 +9,16 @@ uniform vec4 ColorModulator;
|
||||||
uniform float FogStart;
|
uniform float FogStart;
|
||||||
uniform float FogEnd;
|
uniform float FogEnd;
|
||||||
uniform vec4 FogColor;
|
uniform vec4 FogColor;
|
||||||
uniform vec4 Pink;
|
|
||||||
|
|
||||||
in vec4 vertexColor;
|
in vec4 vertexColor;
|
||||||
in vec2 texCoord0;
|
in vec2 texCoord0;
|
||||||
|
|
||||||
out vec4 fragColor;
|
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() {
|
void main() {
|
||||||
vec4 color = texture(Sampler0, texCoord0);
|
vec4 color = texture(Sampler0, texCoord0);
|
||||||
color *= vertexColor * ColorModulator;
|
color *= vertexColor * ColorModulator;
|
||||||
|
@ -34,6 +37,6 @@ void main() {
|
||||||
nuts /= 3;
|
nuts /= 3;
|
||||||
nuts += 0.25;
|
nuts += 0.25;
|
||||||
|
|
||||||
color.rgb = mix(color.rgb, Pink.rgb, nuts);
|
color.rgb = mix(color.rgb, pink.rgb, nuts);
|
||||||
fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor);
|
fragColor = linear_fog(color, fragmentDistance, FogStart, FogEnd, FogColor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,26 +0,0 @@
|
||||||
{
|
|
||||||
"blend": {
|
|
||||||
"func": "add",
|
|
||||||
"srcrgb": "srcalpha",
|
|
||||||
"dstrgb": "1-srcalpha"
|
|
||||||
},
|
|
||||||
"vertex": "rendertype_beacon_beam",
|
|
||||||
"fragment": "rendertype_beacon_beam",
|
|
||||||
"attributes": [
|
|
||||||
"Position",
|
|
||||||
"Color",
|
|
||||||
"UV0"
|
|
||||||
],
|
|
||||||
"samplers": [
|
|
||||||
{ "name": "Sampler0" }
|
|
||||||
],
|
|
||||||
"uniforms": [
|
|
||||||
{ "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 ] },
|
|
||||||
{ "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": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
|
|
||||||
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
|
|
||||||
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
|
|
||||||
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
|
|
||||||
{ "name": "Pink", "type": "float", "count": 4, "values": [ 0.957, 0.722, 0.859, 1 ] }
|
|
||||||
]
|
|
||||||
}
|
|
|
@ -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
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) );
|
||||||
|
}
|
Loading…
Reference in a new issue