Moved dissolve shader to Minecraft's new custom shader rendertype.

This commit is contained in:
Christian Knaapen
2021-09-26 19:38:02 +02:00
parent 4b1997e44f
commit 43d0a02faf
10 changed files with 151 additions and 329 deletions

View File

@@ -1,6 +1,15 @@
#version 120
#version 150
uniform int time; // Passed in, see ShaderHelper.java
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform sampler2D Sampler7;
uniform float GameTime;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
uniform float dissolve; // Passed in via Callback
uniform int highlight;
@@ -8,18 +17,23 @@ uniform int red;
uniform vec3 blockpos;
uniform vec3 firstpos;
uniform vec3 secondpos;
uniform sampler2D image;
uniform sampler2D mask;
varying vec4 position;
varying vec3 normal;
in vec3 vertexPosition;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
void main() {
vec3 pixelposition = floor(position.xyz * 8.0) / 8.0;
//convert gametime to seconds (roughly)
float time = GameTime * 1200;
vec3 pixelposition = floor(vertexPosition * 8.0) / 8.0;
vec3 worldpos = blockpos + pixelposition.xyz;
vec2 texcoord = vec2(gl_TexCoord[0]);
vec4 texcolor = texture2D(image, texcoord);
vec4 texcolor = texture2D(Sampler0, texCoord0) * vertexColor * ColorModulator;
vec4 color = texcolor;
vec3 firstposc = firstpos + 0.51; //center in block
vec3 secondposc = secondpos + 0.5;
@@ -41,10 +55,10 @@ void main() {
maskcoord = vec2(worldpos.x, worldpos.y);
maskcoord /= 20.0;
vec4 maskColor = texture2D(mask, maskcoord);
vec4 maskColor = texture2D(Sampler7, maskcoord);
float maskgs = maskColor.r;
color.rgb *= gl_Color.rgb;
color.rgb *= vertexColor.rgb;
//desaturate
color.rgb *= vec3(0.8);
@@ -53,30 +67,18 @@ void main() {
color.rgb += vec3(-0.1, 0.0, 0.2);
//add pulsing blue
float pulse = (sin(time / 5.0) + 1.0) / 2.0;
float pulse = (sin(time * 4.0) + 1.0) / 2.0;
color.rgb += 0.4 * vec3(-0.5, 0.2, 0.6) * pulse;
//add diagonal highlights
float diagTime = mod(time / 40.0, 1.4) - 0.2;
float diagTime = mod(time / 2.0, 1.4) - 0.2;
float diag = smoothstep(diagTime - 0.2, diagTime, place) - smoothstep(diagTime, diagTime + 0.2, place);
color.rgb += 0.2 * diag * vec3(0.0, 0.2, 0.4);
float diagTime2 = mod(time / 70.0, 1.4) - 0.2;
float diagTime2 = mod(time / 3.5, 1.4) - 0.2;
float diag2 = smoothstep(diagTime2 - 0.2, diagTime2, place) - smoothstep(diagTime2, diagTime2 + 0.2, place);
color.rgb += 0.2 * diag2 * vec3(0.0, 0.4, 0.8);
//add edge shading
// vec3 p1;
// //if (firstpos.x < secondpos.x)
//
// vec3 wmf = worldpos - firstposc;
// vec3 wms = worldpos - (secondposc + vec3(0.0, 1.0, 1.0));
// float distToEdge1 = min(length(wmf.xy), length(wmf.xz));
// float distToEdge2 = min(length(wmf.yz), length(wms.xy));
// float distToEdge3 = min(length(wms.xz), length(wms.yz));
// float distToEdge = min(min(distToEdge1, distToEdge2), distToEdge3);
// color.rgb += vec3(0.5 - smoothstep(0, 0.5, distToEdge)) * 0.5;
//add flat shading
// if (abs(normal.x) > 0.5)
// color.rgb -= 0.0;
@@ -99,6 +101,6 @@ void main() {
color.b = max(0, min(1, color.b));
if (maskgs * 0.3 + place * 0.7 <= dissolve)
gl_FragColor = vec4(texcolor.rgb, 0.0);
else gl_FragColor = color;
fragColor = vec4(texcolor.rgb, 0.0);
else fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
}

View File

@@ -0,0 +1,37 @@
{
"blend": {
"func": "add",
"srcrgb": "srcalpha",
"dstrgb": "1-srcalpha"
},
"vertex": "effortlessbuilding:dissolve",
"fragment": "effortlessbuilding:dissolve",
"attributes": [
"Position",
"Color",
"UV0",
"UV2",
"Normal"
],
"samplers": [
{ "name": "Sampler0" },
{ "name": "Sampler2" }
],
"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": "ChunkOffset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] },
{ "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": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "dissolve", "type": "float", "count": 1, "values": [0.0] },
{ "name": "highlight", "type": "int", "count": 1, "values": [0] },
{ "name": "red", "type": "int", "count": 1, "values": [0] },
{ "name": "blockpos", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "firstpos", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "secondpos", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] }
]
}

View File

@@ -0,0 +1,31 @@
#version 150
#moj_import <light.glsl>
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;
in vec3 Normal;
uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec3 ChunkOffset;
out vec3 vertexPosition;
out float vertexDistance;
out vec4 vertexColor;
out vec2 texCoord0;
out vec4 normal;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position + ChunkOffset, 1.0);
vertexPosition = gl_Position.xyz;
vertexDistance = length((ModelViewMat * vec4(Position + ChunkOffset, 1.0)).xyz);
vertexColor = Color * minecraft_sample_lightmap(Sampler2, UV2);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
}

View File

@@ -1,14 +0,0 @@
#version 120
varying vec4 position;
varying vec3 normal;
void main() {
gl_Position = ftransform();//gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
//gl_BackColor = gl_Color;
position = gl_Vertex;
normal = gl_Normal;
}