mirror of
https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-28 02:48:14 -05:00
Update #51 - Protocol and FPS improvements, better workspace
This commit is contained in:
@ -6,21 +6,20 @@
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- Creator of Eaglercraft
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- Ported the Minecraft 1.8 src to TeaVM
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- Wrote HW accelerated OpenGL 1.3 emulator
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- Wrote the default shader pack
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- Optimized the Minecraft 1.8 src
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- Made the platform abstraction layer
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- Made HW accelerated OpenGL 1.3 emulator
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- Made the default shader pack
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- Made the integrated PBR resource pack
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- Added touch and mobile device support
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- Wrote all desktop emulation code
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- Wrote EaglercraftXBungee
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- Wrote EaglercraftXVelocity
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- Wrote WebRTC relay server
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- Wrote voice chat server
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- Wrote the patch and build system
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- Made the multiplayer backends
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- Made the shared world relay server
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- Made the patch and build system
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ayunami2000:
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- Many bug fixes
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- WebRTC LAN worlds
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- WebRTC shared worlds
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- WebRTC voice chat
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- Worked on touch support
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- Made velocity plugin work
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@ -29,6 +28,11 @@
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- Added seamless fullscreen
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- Created the replit
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cire3:
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- Created the Gradle plugin
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- Proponent of Kotlin DSL
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Code used within EaglercraftX
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@ -32,34 +32,42 @@ uniform sampler2D u_moonTextures;
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uniform sampler2D u_cloudsTexture;
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#define MOON_SURFACE 0.9
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#define MOON_MARGIN 0.0125
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#define MOON_MARGIN 0.025
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#define MOON_MARGIN_1NSQ ((1.0 - MOON_MARGIN) * (1.0 - MOON_MARGIN))
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#define ATMOSPHERE_BIAS 0.02
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void main() {
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gl_FragDepth = 0.0;
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vec2 coord2f = v_position2f * 2.0 - 1.0;
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vec2 texUV = (coord2f * (1.0 / (MOON_SURFACE + MOON_MARGIN))) * 0.5 + 0.5;
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vec2 surfaceCoord2f = coord2f * (1.0 / MOON_SURFACE);
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float surfaceCoord2fDot = dot(surfaceCoord2f, surfaceCoord2f);
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vec3 moonNormal3f;
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vec4 color4f = vec4(0.0);
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if(texUV == clamp(texUV, vec2(0.0), vec2(1.0))) {
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color4f = texture(u_moonTextures, texUV);
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float NdotV = 0.0;
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float atmos = 1.0;
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if(surfaceCoord2fDot < MOON_MARGIN_1NSQ) {
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color4f = texture(u_moonTextures, surfaceCoord2f * 0.5 + 0.5);
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moonNormal3f.xy = color4f.rg * 2.0 - 1.0;
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moonNormal3f.z = sqrt(1.0 - dot(moonNormal3f.xy, moonNormal3f.xy));
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NdotV = max(dot(moonNormal3f, u_lightDir3f), 0.0);
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atmos = 0.0;
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}
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vec3 moonNormal3f;
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moonNormal3f.xy = color4f.rg * 2.0 - 1.0;
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moonNormal3f.z = sqrt(1.0 - dot(moonNormal3f.xy, moonNormal3f.xy));
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float NdotV = max(dot(moonNormal3f, u_lightDir3f), 0.0);
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float stupid = max(-u_lightDir3f.z - 0.5, 0.0) * 1.25;
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stupid *= stupid * stupid;
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vec3 viewDir = normalize(v_position3f);
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vec2 surfaceCoord2f = coord2f * (1.0 / MOON_SURFACE);
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vec3 moonAtmosNormalInner3f = vec3(surfaceCoord2f, sqrt(1.0 - dot(surfaceCoord2f, surfaceCoord2f)));
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vec3 moonAtmosNormalOuter3f = vec3(surfaceCoord2f, sqrt(-1.0 + dot(surfaceCoord2f, surfaceCoord2f)));
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vec3 moonAtmosNormalInner3f = vec3(surfaceCoord2f, sqrt((MOON_MARGIN_1NSQ + ATMOSPHERE_BIAS) - surfaceCoord2fDot));
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vec3 moonAtmosNormalOuter3f = vec3(surfaceCoord2f, sqrt((-MOON_MARGIN_1NSQ + ATMOSPHERE_BIAS) + surfaceCoord2fDot));
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float NdotVInner = max(dot(moonAtmosNormalInner3f, u_lightDir3f), 0.0);
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float NdotVOuter = max(dot(moonAtmosNormalOuter3f, u_lightDir3f) + 0.65, 0.0);
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float NdotVOuter = max(dot(moonAtmosNormalOuter3f, u_lightDir3f) + 0.35, 0.0);
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float atmosInner = max((MOON_SURFACE * 0.2 + stupid) / moonAtmosNormalInner3f.z - 0.2, 0.0);
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float atmosOuter = max((MOON_SURFACE * 0.2 + stupid) / moonAtmosNormalOuter3f.z - 0.4, 0.0);
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float atmosTotal = (1.0 - atmos) * NdotVInner * atmosInner + atmos * NdotVOuter * atmosOuter;
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float atmosInner = max((MOON_SURFACE * 0.2) / moonAtmosNormalInner3f.z - 0.2, 0.0);
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float atmosOuter = max((MOON_SURFACE * 0.2) / moonAtmosNormalOuter3f.z - 0.4, 0.0);
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output4f = vec4(u_moonColor3f * (color4f.b * color4f.b * NdotV + (NdotVInner * atmosInner + NdotVOuter * atmosOuter * vec3(0.8, 0.825, 0.9)) * (0.5 - max(u_lightDir3f.z, 0.0) * 0.25)), 0.0);
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output4f = vec4(u_moonColor3f * (color4f.b * color4f.b * NdotV + (atmosTotal * vec3(0.42, 0.5, 0.56))), 0.0);
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if(viewDir.y < 0.01) {
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return;
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@ -1,7 +1,7 @@
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{
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"name": "§eHigh Performance PBR",
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"desc": "Pack made from scratch specifically for this client, designed to give what I call the best balance between quality and performance possible in a browser but obviously that's just my opinion",
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"vers": "1.4.0",
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"vers": "1.4.1",
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"author": "lax1dude",
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"api_vers": 1,
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"features": [
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@ -54,13 +54,12 @@ void main() {
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if(u_dynamicLightCount1i > 0) {
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vec4 worldPosition4f = u_inverseViewMatrix4f * v_position4f;
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worldPosition4f.xyz /= worldPosition4f.w;
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vec3 normalVector3f = normalize(u_inverseViewMatrix4f[2].xyz);
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int safeLightCount = u_dynamicLightCount1i > 12 ? 0 : u_dynamicLightCount1i;
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for(int i = 0; i < safeLightCount; ++i) {
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light = u_dynamicLightArray[i];
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light.xyz = light.xyz - worldPosition4f.xyz;
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len = length(light.xyz);
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diffuse += max(dot(light.xyz / len, normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - len, 0.0);
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diffuse += max(light.w - len, 0.0);
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}
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blockLight = min(blockLight + diffuse * 0.066667, 1.0);
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}
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@ -145,12 +145,6 @@ void main() {
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#endif
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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vec3 normal = v_normal3f;
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#else
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vec3 normal = u_uniformNormal3f;
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#endif
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#ifdef COMPILE_ENABLE_LIGHTMAP
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float diffuse = 0.0;
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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@ -163,13 +157,12 @@ void main() {
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if(u_dynamicLightCount1i > 0) {
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vec4 worldPosition4f = u_inverseViewMatrix4f * v_position4f;
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worldPosition4f.xyz /= worldPosition4f.w;
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vec3 normalVector3f = normalize(mat3(u_inverseViewMatrix4f) * normal);
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int safeLightCount = u_dynamicLightCount1i > 12 ? 0 : u_dynamicLightCount1i;
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for(int i = 0; i < safeLightCount; ++i) {
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light = u_dynamicLightArray[i];
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light.xyz = light.xyz - worldPosition4f.xyz;
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len = length(light.xyz);
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diffuse += max(dot(light.xyz / len, normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - len, 0.0);
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diffuse += max(light.w - len, 0.0);
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}
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blockLight = min(blockLight + diffuse * 0.066667, 1.0);
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}
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@ -190,6 +183,12 @@ void main() {
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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vec3 normal = v_normal3f;
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#else
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vec3 normal = u_uniformNormal3f;
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#endif
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#ifdef COMPILE_ENABLE_MC_LIGHTING
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#ifndef COMPILE_ENABLE_LIGHTMAP
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vec4 light;
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