Merge and fix

This commit is contained in:
paulevsGitch 2020-11-08 15:07:19 +03:00
parent b91c85529d
commit ce9f4add97
548 changed files with 17517 additions and 16862 deletions

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@ -1,6 +1,6 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.1 ? 1 : 0;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.1 ? 1 : 0;
}

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@ -1,8 +1,8 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
float glow = frx_luminance(fragData.spriteColor.rgb) - 0.2;
glow = clamp(glow * 3, 0, 0.5);
fragData.emissivity = glow;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
float glow = frx_luminance(fragData.spriteColor.rgb) - 0.2;
glow = clamp(glow * 3, 0, 0.5);
fragData.emissivity = glow;
}

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@ -1,6 +1,6 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 1 : 0;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 1 : 0;
}

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@ -1,6 +1,6 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 0.5 : 0;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 0.5 : 0;
}

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@ -1,6 +1,6 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 1 : 0;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 1 : 0;
}

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@ -1,8 +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;
}
#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;
}

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@ -1,6 +1,6 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 0.5 : 0;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 0.5 : 0;
}

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@ -1,6 +1,6 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 1;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 1;
}

View file

@ -1,6 +1,6 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 0.5;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 0.5;
}

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@ -1,7 +1,7 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
float light = frx_luminance(fragData.spriteColor.rgb) * 2 - 0.3;
fragData.emissivity = clamp(light, 0, 1);
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
float light = frx_luminance(fragData.spriteColor.rgb) * 2 - 0.3;
fragData.emissivity = clamp(light, 0, 1);
}

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@ -1,8 +1,8 @@
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 1;
fragData.ao = false;
fragData.diffuse = false;
}
#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 1;
fragData.ao = false;
fragData.diffuse = false;
}

View file

@ -1,18 +1,18 @@
#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
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
data.vertex.xz += data.normal.xz * data.spriteUV.y * 0.02;
}
#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
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
data.vertex.xz += data.normal.xz * data.spriteUV.y * 0.02;
}

View file

@ -1,24 +1,24 @@
#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)) * 0.02;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}
#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)) * 0.02;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

View file

@ -1,27 +1,27 @@
#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 *= 1 - 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
}
#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 *= 1 - 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

@ -1,27 +1,27 @@
#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
}
#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
}

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@ -1,26 +1,26 @@
#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
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
float wind = snoise(vec4(pos, t)) * 0.1;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}
#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
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
float wind = snoise(vec4(pos, t)) * 0.1;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

View file

@ -1,27 +1,27 @@
#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
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
float wind = snoise(vec4(pos, t)) * 0.1;
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.z += sin(t * 19) * wind;
#endif
}
#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
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
float wind = snoise(vec4(pos, t)) * 0.1;
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.z += sin(t * 19) * wind;
#endif
}

View file

@ -1,24 +1,24 @@
#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()) * 0.0625;
float wind = snoise(vec4(pos, t)) * 0.25;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}
#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()) * 0.0625;
float wind = snoise(vec4(pos, t)) * 0.25;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}