Merge branch 'main' into feature/networking
This commit is contained in:
commit
433aa7a1c7
20 changed files with 241 additions and 36 deletions
|
@ -0,0 +1,3 @@
|
|||
{
|
||||
"defaultMaterial": "bclib:alpha_emission"
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
{
|
||||
"layers": [
|
||||
{
|
||||
"vertexSource": "canvas:shaders/material/default.vert",
|
||||
"fragmentSource": "bclib:shaders/material/alpha_emission.frag"
|
||||
}
|
||||
]
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#include frex:shaders/api/fragment.glsl
|
||||
#include frex:shaders/lib/math.glsl
|
||||
|
||||
// Value near 254
|
||||
bool isEmissive(float alpha) {
|
||||
return 0.9960 < alpha && alpha < 0.9962;
|
||||
}
|
||||
|
||||
void frx_startFragment(inout frx_FragmentData fragData) {
|
||||
if (isEmissive(fragData.spriteColor.a)) {
|
||||
fragData.emissivity = 1.0;
|
||||
fragData.spriteColor.a = 1.0;
|
||||
}
|
||||
}
|
|
@ -11,6 +11,7 @@ uniform vec4 FogColor;
|
|||
in float vertexDistance;
|
||||
in vec4 vertexColor;
|
||||
in vec2 texCoord0;
|
||||
in vec4 normal;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
|
@ -29,9 +30,9 @@ vec3 hsvToRGB(vec3 color) {
|
|||
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
|
||||
}
|
||||
|
||||
// Value between 252 and 254
|
||||
// Value near 254
|
||||
bool isEmissive(float alpha) {
|
||||
return 0.9883 < alpha && alpha < 0.9961;
|
||||
return 0.9960 < alpha && alpha < 0.9962;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
|
|
@ -9,10 +9,11 @@ uniform float FogEnd;
|
|||
uniform vec4 FogColor;
|
||||
|
||||
in float vertexDistance;
|
||||
in vec4 vertexColor;
|
||||
in vec4 lightMapColor;
|
||||
in vec4 overlayColor;
|
||||
in vec4 vertexColor;
|
||||
in vec2 texCoord0;
|
||||
in vec4 normal;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
|
@ -31,9 +32,9 @@ vec3 hsvToRGB(vec3 color) {
|
|||
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
|
||||
}
|
||||
|
||||
// Value between 252 and 254
|
||||
// Value near 254
|
||||
bool isEmissive(float alpha) {
|
||||
return 0.9883 < alpha && alpha < 0.9961;
|
||||
return 0.9960 < alpha && alpha < 0.9962;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
|
|
@ -11,7 +11,8 @@ uniform vec4 FogColor;
|
|||
in float vertexDistance;
|
||||
in vec4 vertexColor;
|
||||
in vec2 texCoord0;
|
||||
in vec4 overlayColor;
|
||||
in vec2 texCoord1;
|
||||
in vec4 normal;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
|
@ -30,9 +31,9 @@ vec3 hsvToRGB(vec3 color) {
|
|||
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
|
||||
}
|
||||
|
||||
// Value between 252 and 254
|
||||
// Value near 254
|
||||
bool isEmissive(float alpha) {
|
||||
return 0.9883 < alpha && alpha < 0.9961;
|
||||
return 0.9960 < alpha && alpha < 0.9962;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
@ -41,7 +42,6 @@ void main() {
|
|||
discard;
|
||||
}
|
||||
vec4 color = tex * ColorModulator;
|
||||
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
|
||||
vec4 vertex = vertexColor;
|
||||
if (isEmissive(tex.a)) {
|
||||
vec3 hsv = rgbToHSV(vertex.rgb);
|
||||
|
|
|
@ -11,6 +11,7 @@ uniform vec4 FogColor;
|
|||
in float vertexDistance;
|
||||
in vec4 vertexColor;
|
||||
in vec2 texCoord0;
|
||||
in vec4 normal;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
|
@ -29,9 +30,9 @@ vec3 hsvToRGB(vec3 color) {
|
|||
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
|
||||
}
|
||||
|
||||
// Value between 252 and 254
|
||||
// Value near 254
|
||||
bool isEmissive(float alpha) {
|
||||
return 0.9883 < alpha && alpha < 0.9961;
|
||||
return 0.9960 < alpha && alpha < 0.9962;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
"package": "ru.bclib.mixin.client",
|
||||
"compatibilityLevel": "JAVA_16",
|
||||
"client": [
|
||||
"SimpleReloadableResourceManagerMixin",
|
||||
"EnchantingTableBlockMixin",
|
||||
"BackgroundRendererMixin",
|
||||
"GameMixin",
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue