Update #22 - Singleplayer and shared worlds, shader fixes

This commit is contained in:
lax1dude
2023-12-12 01:22:54 -08:00
parent e3d6256493
commit 3f00d402fa
2350 changed files with 45241 additions and 7798 deletions

View File

@ -1,16 +1,18 @@
#line 2
/*
* Copyright (c) 2022-2023 LAX1DUDE. All Rights Reserved.
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
@ -48,11 +50,12 @@ void main() {
float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
vec3 pos3f = p_position3f;
pos3f.x += u_transformParam_1_2_3_4_f.x * particleSize * a_position2f.x;
pos3f.x += u_transformParam_1_2_3_4_f.w * particleSize * a_position2f.y;
pos3f.y += u_transformParam_1_2_3_4_f.y * particleSize * a_position2f.y;
pos3f.z += u_transformParam_1_2_3_4_f.z * particleSize * a_position2f.x;
pos3f.z += u_transformParam_5_f * particleSize * a_position2f.y;
vec2 spos2f = a_position2f * particleSize;
pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x;
pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y;
pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y;
pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x;
pos3f.z += u_transformParam_5_f * spos2f.y;
gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
}