This commit is contained in:
paulevsGitch 2020-10-07 01:08:41 +03:00
parent 7af3f5f981
commit 178836965d
16 changed files with 149 additions and 6 deletions

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@ -0,0 +1,3 @@
{
"defaultMaterial": "betterend:waving_wall_glow_all"
}

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@ -0,0 +1,3 @@
{
"defaultMaterial": "betterend:glow_all"
}

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@ -0,0 +1,14 @@
{
"defaultMap": {
"spriteMap": [
{
"sprite": "betterend:block/creeping_moss_spores",
"material": "betterend:wave_glow_50_half"
},
{
"sprite": "betterend:block/creeping_moss_leaves",
"material": "betterend:waving_floor"
}
]
}
}

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@ -0,0 +1,14 @@
{
"defaultMap": {
"spriteMap": [
{
"sprite": "betterend:block/dense_vine_bottom",
"material": "betterend:wave_glow_50_half"
},
{
"sprite": "betterend:block/dense_vine",
"material": "betterend:waving"
}
]
}
}

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@ -1,3 +1,3 @@
{ {
"defaultMaterial": "betterend:wave_glow_all" "defaultMaterial": "betterend:waving_wall_inverted_glow_all"
} }

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{
"defaultMaterial": "betterend:waving_floor_glow_50_blue"
}

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{
"defaultMap": {
"spriteMap": [
{
"sprite": "betterend:block/umbrella_moss_sporophyte",
"material": "betterend:wave_glow_all"
},
{
"sprite": "betterend:block/umbrella_moss_small",
"material": "betterend:waving_floor"
},
{
"sprite": "betterend:block/umbrella_moss_up",
"material": "betterend:waving_floor"
},
{
"sprite": "betterend:block/umbrella_moss_end",
"material": "betterend:waving_floor"
}
]
}
}

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@ -0,0 +1,22 @@
{
"defaultMap": {
"spriteMap": [
{
"sprite": "betterend:block/umbrella_moss_sporophyte",
"material": "betterend:wave_glow_all"
},
{
"sprite": "betterend:block/umbrella_moss_up",
"material": "betterend:waving"
},
{
"sprite": "betterend:block/umbrella_moss_end",
"material": "betterend:waving"
},
{
"sprite": "betterend:block/umbrella_moss_bottom",
"material": "betterend:waving_floor"
}
]
}
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave_floor.vert",
"fragmentSource": "betterend:shaders/material/glow_50.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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@ -0,0 +1,10 @@
{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave_floor.vert",
"fragmentSource": "betterend:shaders/material/glow_50_blue.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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@ -2,7 +2,7 @@
"layers": [ "layers": [
{ {
"vertexSource": "betterend:shaders/material/wall_wave.vert", "vertexSource": "betterend:shaders/material/wall_wave.vert",
"fragmentSource": "canvas:shaders/material/glow_all.frag", "fragmentSource": "betterend:shaders/material/glow_all.frag",
"disableAo": true, "disableAo": true,
"disableDiffuse": true "disableDiffuse": true
} }

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@ -0,0 +1,10 @@
{
"layers": [
{
"vertexSource": "betterend:shaders/material/wall_wave_inverted.vert",
"fragmentSource": "betterend:shaders/material/glow_all.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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@ -0,0 +1,8 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
float a = abs(fragData.spriteColor.b - fragData.spriteColor.r);
float b = abs(fragData.spriteColor.b - fragData.spriteColor.g);
fragData.emissivity = (a > 0.1 && b > 0.1 && fragData.spriteColor.b > 0.5) ? 1 : 0;
}

View file

@ -18,9 +18,6 @@ void frx_startVertex(inout frx_VertexData data) {
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.5; vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.5;
float wind = snoise(vec4(pos, t)) * 0.1; float wind = snoise(vec4(pos, t)) * 0.1;
//vec3 center = frx_modelOriginWorldPos() + vec3(0.5);
//vec3 absDist = abs(pos - center) * 2;
//wind *= clamp(1 - absDist.x + absDist.y + absDist.z, 0, 1);
wind *= 1 - data.spriteUV.y; wind *= 1 - data.spriteUV.y;
data.vertex.y += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind; data.vertex.y += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;

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#include frex:shaders/api/vertex.glsl
#include frex:shaders/api/world.glsl
#include frex:shaders/lib/math.glsl
#include frex:shaders/lib/noise/noise4d.glsl
/******************************************************
Based on "GPU-Generated Procedural Wind Animations for Trees"
by Renaldas Zioma in GPU Gems 3, 2007
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
Remake of canvas default shader for the Nether
******************************************************/
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.5;
float wind = snoise(vec4(pos, t)) * 0.1;
wind *= data.spriteUV.y;
data.vertex.y += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.x += cos(t * 14) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

View file

@ -18,7 +18,7 @@ void frx_startVertex(inout frx_VertexData data) {
float t = frx_renderSeconds() * 0.05; float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE; vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
float wind = snoise(vec4(pos, t)) * 0.2; float wind = snoise(vec4(pos, t)) * 0.1;
wind *= 1 - data.spriteUV.y; wind *= 1 - data.spriteUV.y;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind; data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;