Merge branch 'main' into feature/networking

This commit is contained in:
Frank Bauer 2021-08-01 14:24:28 +02:00
commit 433aa7a1c7
20 changed files with 241 additions and 36 deletions

View file

@ -0,0 +1,3 @@
{
"defaultMaterial": "bclib:alpha_emission"
}

View file

@ -0,0 +1,8 @@
{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "bclib:shaders/material/alpha_emission.frag"
}
]
}

View file

@ -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;
}
}

View file

@ -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() {

View file

@ -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() {

View file

@ -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);

View file

@ -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() {

View file

@ -4,6 +4,7 @@
"package": "ru.bclib.mixin.client",
"compatibilityLevel": "JAVA_16",
"client": [
"SimpleReloadableResourceManagerMixin",
"EnchantingTableBlockMixin",
"BackgroundRendererMixin",
"GameMixin",