[Change] Removed Canvas Support
This commit is contained in:
parent
e826dbc623
commit
d9a586741e
11 changed files with 0 additions and 552 deletions
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -10,11 +10,9 @@
|
|||
"FogRendererMixin",
|
||||
"GameMixin",
|
||||
"MinecraftMixin",
|
||||
"ModelBakeryMixin",
|
||||
"ModelManagerMixin",
|
||||
"PresetEditorMixin",
|
||||
"SignEditScreenMixin",
|
||||
"TextureAtlasMixin",
|
||||
"boat.BoatRendererMixin"
|
||||
],
|
||||
"injectors": {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue