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:
@@ -250,7 +250,7 @@ public class RenderHelper implements IWorldEventListener {
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if (sideHit != null) {
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BlockRendererDispatcher dispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
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float percentile = ClientProxy.ticksInGame / 100f % 1f;
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float percentile = ClientProxy.ticksInGame / 50f % 1f;
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//TODO test
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percentile = 1f;
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@@ -438,7 +438,7 @@ public class RenderHelper implements IWorldEventListener {
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//image
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OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE/*new ResourceLocation(EffortlessBuilding.MODID, "textures/shader_color.png")*/).getGlTextureId());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(TextureMap.LOCATION_BLOCKS_TEXTURE).getGlTextureId());
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ARBShaderObjects.glUniform1iARB(imageUniform, 0);
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OpenGlHelper.setActiveTexture(ARBMultitexture.GL_TEXTURE0_ARB + secondaryTextureUnit);
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@@ -41,9 +41,6 @@ public final class ShaderHelper {
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private static final String VERT_EXTENSION = ".vert";
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private static final String FRAG_EXTENSION = ".frag";
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// public static final FloatBuffer projection = GLAllocation.createDirectFloatBuffer(16);
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// public static final FloatBuffer modelview = GLAllocation.createDirectFloatBuffer(16);
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public static int rawColor;
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public static int dissolve;
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@@ -52,7 +49,7 @@ public final class ShaderHelper {
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return;
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rawColor = createProgram("/assets/effortlessbuilding/shaders/raw_color", FRAG);
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dissolve = createProgram("/assets/effortlessbuilding/shaders/dissolve", FRAG);
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dissolve = createProgram("/assets/effortlessbuilding/shaders/dissolve", VERT + FRAG);
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}
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public static void useShader(int shader, Consumer<Integer> callback) {
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@@ -65,17 +62,6 @@ public final class ShaderHelper {
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int time = ARBShaderObjects.glGetUniformLocationARB(shader, "time");
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ARBShaderObjects.glUniform1iARB(time, ClientProxy.ticksInGame);
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// GlStateManager.getFloat(GL11.GL_PROJECTION_MATRIX, projection);
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// GlStateManager.getFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
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// int inverse_view_proj = ARBShaderObjects.glGetUniformLocationARB(shader, "inverse_view_proj");
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int screen_width = ARBShaderObjects.glGetUniformLocationARB(shader, "screen_width");
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int screen_height = ARBShaderObjects.glGetUniformLocationARB(shader, "screen_height");
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// ARBShaderObjects.glUniformMatrix4ARB(inverse_view_proj, true, modelview);
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ARBShaderObjects.glUniform1fARB(screen_width, Minecraft.getMinecraft().displayWidth);
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ARBShaderObjects.glUniform1fARB(screen_height, Minecraft.getMinecraft().displayHeight);
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if(callback != null)
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callback.accept(shader);
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}
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@@ -1,12 +1,5 @@
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#version 120
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uniform mat4 gl_ProjectionMatrix;
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uniform mat4 gl_ModelViewMatrix;
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//uniform mat4 inverse_view_proj;
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uniform float screen_width;
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uniform float screen_height;
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uniform int time; // Passed in, see ShaderHelper.java
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uniform float percentile; // Passed in via Callback
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@@ -18,149 +11,97 @@ uniform sampler2D image;
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uniform sampler2D mask;
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varying vec4 position;
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// Simplex 3D Noise
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// by Ian McEwan, Ashima Arts
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//
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vec4 permute(vec4 x) {return mod(((x*34.0)+1.0)*x, 289.0);}
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vec4 taylorInvSqrt(vec4 r) {return 1.79284291400159 - 0.85373472095314 * r;}
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float snoise(vec3 v){
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0. + 0.0 * C
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vec3 x1 = x0 - i1 + 1.0 * C.xxx;
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vec3 x2 = x0 - i2 + 2.0 * C.xxx;
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vec3 x3 = x0 - 1. + 3.0 * C.xxx;
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// Permutations
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i = mod(i, 289.0 );
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients
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// ( N*N points uniformly over a square, mapped onto an octahedron.)
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float n_ = 1.0/7.0; // N=7
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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vec3 getWorldPosition() {
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// Convert screen coordinates to normalized device coordinates (NDC)
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vec4 ndc = vec4(
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(gl_FragCoord.x / screen_width - 0.5) * 2.0,
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(gl_FragCoord.y / screen_height - 0.5) * 2.0,
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(gl_FragCoord.z - 0.5) * 2.0,
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1.0);
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// Convert NDC throuch inverse clip coordinates to view coordinates
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vec4 clip = transpose(gl_ModelViewMatrix) * ndc;
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vec3 vertex = (clip / clip.w).xyz;
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return vertex;
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}
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varying vec3 normal;
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void main() {
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vec3 worldpos = getWorldPosition();
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float noise = worldpos.x / 300.0;//snoise(worldpos);
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vec3 worldpos = blockpos + position.xyz;
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vec2 texcoord = vec2(gl_TexCoord[0]);
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vec4 color = texture2D(image, texcoord);
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vec4 texcolor = texture2D(image, texcoord);
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vec4 color = texcolor;
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vec3 firstposc = firstpos + 0.51; //center in block
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vec3 secondposc = secondpos + 0.5;
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vec3 relBlockPos = mod(blockpos, 32.0) / 32.0;
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vec2 maskcoord = texcoord + vec2(relBlockPos.x + relBlockPos.y, relBlockPos.z + relBlockPos.y);
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//find place in between first and second pos
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float firstToSecond = length(secondposc - firstposc);
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float place = 0.0;
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if (firstToSecond > 0.5) {
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float placeFromFirst = length(worldpos - firstposc) / firstToSecond;
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float placeFromSecond = length(worldpos - secondposc) / firstToSecond;
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place = (placeFromFirst + (1.0 - placeFromSecond)) / 2.0;
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} else {
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//only one block
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}
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//find 2d texture coordinate for noise texture based on world position
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vec2 maskcoord = vec2(worldpos.y, worldpos.z);
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if (abs(normal.y) > 0.5)
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maskcoord = vec2(worldpos.x, worldpos.z);
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if (abs(normal.z) > 0.5)
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maskcoord = vec2(worldpos.x, worldpos.y);
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maskcoord /= 20.0;
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vec4 maskColor = texture2D(mask, maskcoord);
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float maskgs = maskColor.r;
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maskgs = noise;
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float r = color.r * gl_Color.r;
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float g = color.g * gl_Color.g;
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float b = color.b * gl_Color.b;
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float a = color.a; // Ignore gl_Color.a as we don't want to make use of that for the dissolve effect
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//color.rgb *= gl_Color.rgb;
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r = noise;
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g = noise;
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b = noise;
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//desaturate
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color.rgb *= vec3(0.8);
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// r -= 0.1;
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// g += 0.0;
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// b += 0.1;
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//add blueish hue
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color.rgb += vec3(-0.2, 0.0, 0.3);
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//add pulsing blue
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float pulse = (sin(time / 5.0) + 1.0) / 2.0;
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color.rgb += (1.0 - color.rgb) * vec3(-0.5, 0.2, 0.6) * pulse;
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//add diagonal highlights
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float diagTime = mod(time / 40.0, 1.4) - 0.2;
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float diag = smoothstep(diagTime - 0.2, diagTime, place) - smoothstep(diagTime, diagTime + 0.2, place);
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color.rgb += (1.0 - color.rgb) * diag * vec3(0.0, 0.2, 0.4);
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float diagTime2 = mod(time / 70.0, 1.4) - 0.2;
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float diag2 = smoothstep(diagTime2 - 0.2, diagTime2, place) - smoothstep(diagTime2, diagTime2 + 0.2, place);
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color.rgb += (1.0 - color.rgb) * diag2 * vec3(0.0, 0.4, 0.8);
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//add shading
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// vec3 p1;
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// //if (firstpos.x < secondpos.x)
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//
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// float pulse = (sin(time / 5.0) + 1.0) / 2.0;
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// vec3 wmf = worldpos - firstposc;
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// vec3 wms = worldpos - (secondposc + vec3(0.0, 1.0, 1.0));
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// float distToEdge1 = min(length(wmf.xy), length(wmf.xz));
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// float distToEdge2 = min(length(wmf.yz), length(wms.xy));
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// float distToEdge3 = min(length(wms.xz), length(wms.yz));
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// float distToEdge = min(min(distToEdge1, distToEdge2), distToEdge3);
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// color.rgb += vec3(0.5 - smoothstep(0, 0.5, distToEdge)) * 0.5;
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// pulse = 1.0;//pulse / 2.0 + 0.5;
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// vec4 pulseColor = texture2D(mask, maskcoord + time / 700.0);
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// vec4 pulseColor2 = texture2D(mask, vec2(maskcoord.x + time / 600.0, maskcoord.y - time / 600.0));
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// float pulseGreyScale = pulseColor.r + pulseColor2.r / 2.0;
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//
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// r -= r * pulseColor.r * pulse * 0.2;
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// g += (1.0 - g) * pulseColor.r * pulse * 0.2;
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// b += (1.0 - b) * pulseColor.r * pulse * 0.8;
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// color.r -= color.r * pulseColor.r * pulse * 0.2;
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// color.g += (1.0 - color.g) * pulseColor.r * pulse * 0.2;
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// color.b += (1.0 - color.b) * pulseColor.r * pulse * 0.8;
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//
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// r -= r * pulseColor2.r * pulse * 0.4;
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// g += (1.0 - g) * pulseColor2.r * pulse * 0.2;
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// b += (1.0 - b) * pulseColor2.r * pulse;
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// color.r -= color.r * pulseColor2.r * pulse * 0.4;
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// color.g += (1.0 - color.g) * pulseColor2.r * pulse * 0.2;
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// color.b += (1.0 - color.b) * pulseColor2.r * pulse;
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if(highlight == 1) {
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r += 0.0;
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g += 0.1;
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b -= 0.2;
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color.r += 0.0;
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color.g += 0.1;
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color.b -= 0.2;
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}
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r = max(0, min(1, r));
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g = max(0, min(1, g));
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b = max(0, min(1, b));
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color.r = max(0, min(1, color.r));
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color.g = max(0, min(1, color.g));
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color.b = max(0, min(1, color.b));
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if(maskgs <= percentile)
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gl_FragColor = vec4(r, g, b, a);
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else gl_FragColor = vec4(r, g, b, 0);
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if (maskgs * 0.3 + place * 0.7 <= percentile)
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gl_FragColor = color;
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else gl_FragColor = vec4(texcolor.rgb, 0.0);
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}
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@@ -7,14 +7,15 @@ uniform int highlight;
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uniform vec3 blockpos;
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uniform vec3 firstpos;
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uniform vec3 secondpos;
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uniform sampler2D image;
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uniform sampler2D mask;
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varying vec4 position;
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varying vec3 normal;
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void main() {
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gl_Position = ftransform();//gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0 + 0.01;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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position = gl_Vertex;
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normal = gl_Normal;
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}
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