Shader with dissolve and blue pulse on block previews.

Floor mode.
Block preview sorting based on player distance.
This commit is contained in:
Christian Knaapen
2019-02-06 00:09:11 +01:00
parent ba82449632
commit dfc2b11e94
12 changed files with 555 additions and 27 deletions

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#version 120
uniform int time; // Passed in, see ShaderHelper.java
uniform float percentile; // Passed in via Callback
uniform int highlight;
uniform vec3 blockpos;
uniform sampler2D image;
uniform sampler2D mask;
// 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) ) );
}
void main() {
vec2 texcoord = vec2(gl_TexCoord[0]);
vec4 color = texture2D(image, texcoord);
vec3 relBlockPos = mod(blockpos, 32.0) / 32.0;
vec2 maskcoord = texcoord + vec2(relBlockPos.x + relBlockPos.y, relBlockPos.z + relBlockPos.y);
vec4 maskColor = texture2D(mask, maskcoord);
float maskgs = maskColor.r;
//maskgs = snoise(blockpos / 32.0 + );
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
float pulse = (sin(time / 10.0) + 1.0) / 2.0;
vec4 pulseColor = texture2D(mask, maskcoord + time / 1000.0);
vec4 pulseColor2 = texture2D(mask, vec2(maskcoord.x - time / 1300.0, maskcoord.y - time / 1300.0));
float pulseGreyScale = pulseColor.r + pulseColor2.r / 2.0;
g += (1.0 - g) * pulseGreyScale * pulse * 0.2;
b += (1.0 - b) * pulseGreyScale * pulse;
// float exr1 = sin(texcoord.x * 2 + texcoord.y * 10 + time * 0.035);
// float exr2 = sin(texcoord.x * 20 + texcoord.y * 2 + time * 0.15);
// float exr3 = sin(texcoord.x * 1 + texcoord.y * 90 + time * 0.75);
// float w1 = (cos(time * 0.1) + 1) * 0.5;
// float w2 = (sin(time * 0.08) + 1) * 0.5;
// float w3 = (cos(time * 0.001) + 1) * 0.5;
// float w = w1 + w2 + w3;
// float exr = (exr1 * w1 + exr2 * w2 + exr3 * w3) / w * 0.1;
// r += exr;
// g -= exr;
if(highlight == 1) {
r -= 0.2;
b -= 0.2;
g -= 0.2;
}
r = max(0, min(1, r));
g = max(0, min(1, g));
b = max(0, min(1, b));
if(maskgs <= percentile)
gl_FragColor = vec4(r, g, b, a);
else gl_FragColor = vec4(r, g, b, 0);
}

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#version 120
uniform sampler2D bgl_RenderedTexture;
void main() {
vec2 texcoord = vec2(gl_TexCoord[0]);
vec4 color = texture2D(bgl_RenderedTexture, texcoord);
float r = color.b * gl_Color.r;
float g = color.g * gl_Color.g;
float b = color.r * gl_Color.b;
float a = color.a * gl_Color.a;
gl_FragColor = vec4(r, g, b, a);
}

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