[Change] Removed Canvas Support

This commit is contained in:
Frank 2022-10-28 09:21:44 +02:00
parent e826dbc623
commit d9a586741e
11 changed files with 0 additions and 552 deletions

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@ -1,14 +0,0 @@
#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;
}
}

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@ -1,53 +0,0 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
// Value near 254
bool isEmissive(float alpha) {
return 0.9960 < alpha && alpha < 0.9962;
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
if (tex.a < 0.1) {
discard;
}
vec4 color = tex * ColorModulator;
vec4 vertex = vertexColor;
if (isEmissive(tex.a)) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
color.a = 1.0;
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = color;
}

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@ -1,56 +0,0 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec4 lightMapColor;
in vec4 overlayColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
// Value near 254
bool isEmissive(float alpha) {
return 0.9960 < alpha && alpha < 0.9962;
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
if (tex.a < 0.1) {
discard;
}
vec4 color = tex * ColorModulator;
color.rgb = mix(overlayColor.rgb, color.rgb, overlayColor.a);
vec4 vertex = vertexColor * lightMapColor;
if (isEmissive(tex.a)) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
color.a = 1.0;
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = color;
}

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@ -1,53 +0,0 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec2 texCoord1;
in vec4 normal;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
// Value near 254
bool isEmissive(float alpha) {
return 0.9960 < alpha && alpha < 0.9962;
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
if (tex.a < 0.1) {
discard;
}
vec4 color = tex * ColorModulator;
vec4 vertex = vertexColor;
if (isEmissive(tex.a)) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = color;
}

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@ -1,50 +0,0 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
in vec4 normal;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
// Value near 254
bool isEmissive(float alpha) {
return 0.9960 < alpha && alpha < 0.9962;
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
vec4 color = tex * ColorModulator;
vec4 vertex = vertexColor;
if (isEmissive(tex.a)) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
color.a = 1.0;
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = color;
}

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@ -10,11 +10,9 @@
"FogRendererMixin",
"GameMixin",
"MinecraftMixin",
"ModelBakeryMixin",
"ModelManagerMixin",
"PresetEditorMixin",
"SignEditScreenMixin",
"TextureAtlasMixin",
"boat.BoatRendererMixin"
],
"injectors": {