diff --git a/src/main/java/nl/requios/effortlessbuilding/helper/RenderHelper.java b/src/main/java/nl/requios/effortlessbuilding/helper/RenderHelper.java index cc75dcf..a4741cd 100644 --- a/src/main/java/nl/requios/effortlessbuilding/helper/RenderHelper.java +++ b/src/main/java/nl/requios/effortlessbuilding/helper/RenderHelper.java @@ -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); diff --git a/src/main/java/nl/requios/effortlessbuilding/helper/ShaderHelper.java b/src/main/java/nl/requios/effortlessbuilding/helper/ShaderHelper.java index 12cda3a..1994341 100644 --- a/src/main/java/nl/requios/effortlessbuilding/helper/ShaderHelper.java +++ b/src/main/java/nl/requios/effortlessbuilding/helper/ShaderHelper.java @@ -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 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); } diff --git a/src/main/resources/assets/effortlessbuilding/shaders/dissolve.frag b/src/main/resources/assets/effortlessbuilding/shaders/dissolve.frag index 1ca1b66..bf5efb9 100644 --- a/src/main/resources/assets/effortlessbuilding/shaders/dissolve.frag +++ b/src/main/resources/assets/effortlessbuilding/shaders/dissolve.frag @@ -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); } \ No newline at end of file diff --git a/src/main/resources/assets/effortlessbuilding/shaders/dissolve.vert b/src/main/resources/assets/effortlessbuilding/shaders/dissolve.vert index b3b8059..0903b43 100644 --- a/src/main/resources/assets/effortlessbuilding/shaders/dissolve.vert +++ b/src/main/resources/assets/effortlessbuilding/shaders/dissolve.vert @@ -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; } \ No newline at end of file