More shader stuff. Shader has world position through vertex shader and blockpos.

Dissolve from firstpos to secondpos with some randomness.
Blue pulse with diagonal highlights.
This commit is contained in:
Christian Knaapen
2019-02-07 00:09:12 +01:00
parent e67849dd0b
commit 73c55578e7
4 changed files with 78 additions and 150 deletions

View File

@@ -250,7 +250,7 @@ public class RenderHelper implements IWorldEventListener {
if (sideHit != null) {
BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
float percentile = ClientProxy.ticksInGame / 100f % 1f;
float percentile = ClientProxy.ticksInGame / 50f % 1f;
//TODO test
percentile = 1f;
@@ -438,7 +438,7 @@ public class RenderHelper implements IWorldEventListener {
//image
OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE/*new ResourceLocation(EffortlessBuilding.MODID, "textures/shader_color.png")*/).getGlTextureId());
GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).getGlTextureId());
ARBShaderObjects.glUniform1iARB(imageUniform, 0);
OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB + secondaryTextureUnit);

View File

@@ -41,9 +41,6 @@ public final class ShaderHelper {
private static final String VERT_EXTENSION = ".vert";
private static final String FRAG_EXTENSION = ".frag";
// public static final FloatBuffer projection = GLAllocation.createDirectFloatBuffer(16);
// public static final FloatBuffer modelview = GLAllocation.createDirectFloatBuffer(16);
public static int rawColor;
public static int dissolve;
@@ -52,7 +49,7 @@ public final class ShaderHelper {
return;
rawColor = createProgram("/assets/effortlessbuilding/shaders/raw_color", FRAG);
dissolve = createProgram("/assets/effortlessbuilding/shaders/dissolve", FRAG);
dissolve = createProgram("/assets/effortlessbuilding/shaders/dissolve", VERT + FRAG);
}
public static void useShader(int shader, Consumer<Integer> callback) {
@@ -65,17 +62,6 @@ public final class ShaderHelper {
int time = ARBShaderObjects.glGetUniformLocationARB(shader, "time");
ARBShaderObjects.glUniform1iARB(time, ClientProxy.ticksInGame);
// GlStateManager.getFloat(GL11.GL_PROJECTION_MATRIX, projection);
// GlStateManager.getFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
// int inverse_view_proj = ARBShaderObjects.glGetUniformLocationARB(shader, "inverse_view_proj");
int screen_width = ARBShaderObjects.glGetUniformLocationARB(shader, "screen_width");
int screen_height = ARBShaderObjects.glGetUniformLocationARB(shader, "screen_height");
// ARBShaderObjects.glUniformMatrix4ARB(inverse_view_proj, true, modelview);
ARBShaderObjects.glUniform1fARB(screen_width, Minecraft.getMinecraft().displayWidth);
ARBShaderObjects.glUniform1fARB(screen_height, Minecraft.getMinecraft().displayHeight);
if(callback != null)
callback.accept(shader);
}

View File

@@ -1,12 +1,5 @@
#version 120
uniform mat4 gl_ProjectionMatrix;
uniform mat4 gl_ModelViewMatrix;
//uniform mat4 inverse_view_proj;
uniform float screen_width;
uniform float screen_height;
uniform int time; // Passed in, see ShaderHelper.java
uniform float percentile; // Passed in via Callback
@@ -18,149 +11,97 @@ uniform sampler2D image;
uniform sampler2D mask;
varying vec4 position;
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x) {return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r) {return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
vec3 getWorldPosition() {
// Convert screen coordinates to normalized device coordinates (NDC)
vec4 ndc = vec4(
(gl_FragCoord.x / screen_width - 0.5) * 2.0,
(gl_FragCoord.y / screen_height - 0.5) * 2.0,
(gl_FragCoord.z - 0.5) * 2.0,
1.0);
// Convert NDC throuch inverse clip coordinates to view coordinates
vec4 clip = transpose(gl_ModelViewMatrix) * ndc;
vec3 vertex = (clip / clip.w).xyz;
return vertex;
}
varying vec3 normal;
void main() {
vec3 worldpos = getWorldPosition();
float noise = worldpos.x / 300.0;//snoise(worldpos);
vec3 worldpos = blockpos + position.xyz;
vec2 texcoord = vec2(gl_TexCoord[0]);
vec4 color = texture2D(image, texcoord);
vec4 texcolor = texture2D(image, texcoord);
vec4 color = texcolor;
vec3 firstposc = firstpos + 0.51; //center in block
vec3 secondposc = secondpos + 0.5;
vec3 relBlockPos = mod(blockpos, 32.0) / 32.0;
vec2 maskcoord = texcoord + vec2(relBlockPos.x + relBlockPos.y, relBlockPos.z + relBlockPos.y);
//find place in between first and second pos
float firstToSecond = length(secondposc - firstposc);
float place = 0.0;
if (firstToSecond > 0.5) {
float placeFromFirst = length(worldpos - firstposc) / firstToSecond;
float placeFromSecond = length(worldpos - secondposc) / firstToSecond;
place = (placeFromFirst + (1.0 - placeFromSecond)) / 2.0;
} else {
//only one block
}
//find 2d texture coordinate for noise texture based on world position
vec2 maskcoord = vec2(worldpos.y, worldpos.z);
if (abs(normal.y) > 0.5)
maskcoord = vec2(worldpos.x, worldpos.z);
if (abs(normal.z) > 0.5)
maskcoord = vec2(worldpos.x, worldpos.y);
maskcoord /= 20.0;
vec4 maskColor = texture2D(mask, maskcoord);
float maskgs = maskColor.r;
maskgs = noise;
float r = color.r * gl_Color.r;
float g = color.g * gl_Color.g;
float b = color.b * gl_Color.b;
float a = color.a; // Ignore gl_Color.a as we don't want to make use of that for the dissolve effect
//color.rgb *= gl_Color.rgb;
r = noise;
g = noise;
b = noise;
//desaturate
color.rgb *= vec3(0.8);
// r -= 0.1;
// g += 0.0;
// b += 0.1;
//add blueish hue
color.rgb += vec3(-0.2, 0.0, 0.3);
//add pulsing blue
float pulse = (sin(time / 5.0) + 1.0) / 2.0;
color.rgb += (1.0 - color.rgb) * vec3(-0.5, 0.2, 0.6) * pulse;
//add diagonal highlights
float diagTime = mod(time / 40.0, 1.4) - 0.2;
float diag = smoothstep(diagTime - 0.2, diagTime, place) - smoothstep(diagTime, diagTime + 0.2, place);
color.rgb += (1.0 - color.rgb) * diag * vec3(0.0, 0.2, 0.4);
float diagTime2 = mod(time / 70.0, 1.4) - 0.2;
float diag2 = smoothstep(diagTime2 - 0.2, diagTime2, place) - smoothstep(diagTime2, diagTime2 + 0.2, place);
color.rgb += (1.0 - color.rgb) * diag2 * vec3(0.0, 0.4, 0.8);
//add shading
// vec3 p1;
// //if (firstpos.x < secondpos.x)
//
// float pulse = (sin(time / 5.0) + 1.0) / 2.0;
// 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;
// pulse = 1.0;//pulse / 2.0 + 0.5;
// vec4 pulseColor = texture2D(mask, maskcoord + time / 700.0);
// vec4 pulseColor2 = texture2D(mask, vec2(maskcoord.x + time / 600.0, maskcoord.y - time / 600.0));
// float pulseGreyScale = pulseColor.r + pulseColor2.r / 2.0;
//
// r -= r * pulseColor.r * pulse * 0.2;
// g += (1.0 - g) * pulseColor.r * pulse * 0.2;
// b += (1.0 - b) * pulseColor.r * pulse * 0.8;
// color.r -= color.r * pulseColor.r * pulse * 0.2;
// color.g += (1.0 - color.g) * pulseColor.r * pulse * 0.2;
// color.b += (1.0 - color.b) * pulseColor.r * pulse * 0.8;
//
// r -= r * pulseColor2.r * pulse * 0.4;
// g += (1.0 - g) * pulseColor2.r * pulse * 0.2;
// b += (1.0 - b) * pulseColor2.r * pulse;
// color.r -= color.r * pulseColor2.r * pulse * 0.4;
// color.g += (1.0 - color.g) * pulseColor2.r * pulse * 0.2;
// color.b += (1.0 - color.b) * pulseColor2.r * pulse;
if(highlight == 1) {
r += 0.0;
g += 0.1;
b -= 0.2;
color.r += 0.0;
color.g += 0.1;
color.b -= 0.2;
}
r = max(0, min(1, r));
g = max(0, min(1, g));
b = max(0, min(1, b));
color.r = max(0, min(1, color.r));
color.g = max(0, min(1, color.g));
color.b = max(0, min(1, color.b));
if(maskgs <= percentile)
gl_FragColor = vec4(r, g, b, a);
else gl_FragColor = vec4(r, g, b, 0);
if (maskgs * 0.3 + place * 0.7 <= percentile)
gl_FragColor = color;
else gl_FragColor = vec4(texcolor.rgb, 0.0);
}

View File

@@ -7,14 +7,15 @@ uniform int highlight;
uniform vec3 blockpos;
uniform vec3 firstpos;
uniform vec3 secondpos;
uniform sampler2D image;
uniform sampler2D mask;
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 + 0.01;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
position = gl_Vertex;
normal = gl_Normal;
}