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clean up shaders, change xp orb colour

This commit is contained in:
Lea 2023-07-11 20:46:15 +02:00
parent 336ca81adf
commit 05a4a49de6
5 changed files with 126 additions and 28 deletions

View file

@ -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);
} }

View file

@ -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 ] }
]
}

View file

@ -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);
}

View file

@ -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);
}

View 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) );
}