mirror of
https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-27 18:38:14 -05:00
Update #34 - Add dynamic lights, fix vanilla world seeds
This commit is contained in:
@ -33,8 +33,8 @@ out vec4 v_color4f;
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uniform mat4 u_matrixTransform;
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uniform vec3 u_texCoordSize2f_particleSize1f;
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uniform vec4 u_transformParam_1_2_3_4_f;
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uniform float u_transformParam_5_f;
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uniform vec3 u_transformParam_1_2_5_f;
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uniform vec2 u_transformParam_3_4_f;
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uniform vec4 u_color4f;
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uniform sampler2D u_lightmapTexture;
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@ -51,11 +51,8 @@ void main() {
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vec3 pos3f = p_position3f;
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vec2 spos2f = a_position2f * particleSize;
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pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x;
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pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y;
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pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y;
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pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x;
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pos3f.z += u_transformParam_5_f * spos2f.y;
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pos3f += u_transformParam_1_2_5_f * spos2f.xyy;
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pos3f.zx += u_transformParam_3_4_f * spos2f;
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gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
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}
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@ -43,8 +43,8 @@ uniform mat4 u_matrixTransform;
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#endif
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uniform vec3 u_texCoordSize2f_particleSize1f;
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uniform vec4 u_transformParam_1_2_3_4_f;
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uniform float u_transformParam_5_f;
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uniform vec3 u_transformParam_1_2_5_f;
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uniform vec2 u_transformParam_3_4_f;
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void main() {
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v_color4f = p_color4f.bgra;
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@ -59,11 +59,8 @@ void main() {
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vec3 pos3f = p_position3f;
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vec2 spos2f = a_position2f * particleSize;
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pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x;
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pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y;
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pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y;
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pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x;
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pos3f.z += u_transformParam_5_f * spos2f.y;
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pos3f += u_transformParam_1_2_5_f * spos2f.xyy;
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pos3f.zx += u_transformParam_3_4_f * spos2f;
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#ifdef COMPILE_GBUFFER_VSH
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gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
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@ -6,4 +6,5 @@ minecraft:torch,0,1.0000,0.5983,0.2655,10.0
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minecraft:redstone_torch,0,1.0000,0.1578,0.0000,4.0
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minecraft:sea_lantern,0,0.5530,0.6468,1.0000,10.0,
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minecraft:lava_bucket,0,1.0000,0.4461,0.1054,6.0,
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minecraft:nether_star,0,0.5711,0.6611,1.0000,6.0
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minecraft:nether_star,0,0.5711,0.6611,1.0000,6.0
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minecraft:ender_eye,0,0.1990,0.7750,0.4130,4.0
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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": "1.1.0",
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"vers": "1.2.0",
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"author": "lax1dude",
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"api_vers": 1,
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"features": [
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@ -0,0 +1,67 @@
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#line 2
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/*
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* Copyright (c) 2024 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision mediump float;
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precision mediump sampler2D;
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in vec4 v_position4f;
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in vec2 v_texCoord2f;
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in vec4 v_color4f;
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in vec2 v_lightmap2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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uniform sampler2D u_lightmapTexture;
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uniform mat4 u_inverseViewMatrix4f;
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layout(std140) uniform u_chunkLightingData {
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mediump int u_dynamicLightCount1i;
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mediump int _paddingA_;
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mediump int _paddingB_;
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mediump int _paddingC_;
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mediump vec4 u_dynamicLightArray[12];
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};
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void main() {
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vec4 color = texture(u_inputTexture, v_texCoord2f) * v_color4f;
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if(color.a < 0.004) {
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discard;
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}
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vec4 light;
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float diffuse = 0.0;
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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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diffuse += max(dot(normalize(light.xyz), normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - sqrt(dot(light.xyz, light.xyz)), 0.0);
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}
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}
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color *= texture(u_lightmapTexture, vec2(min(v_lightmap2f.x + diffuse * 0.066667, 1.0), v_lightmap2f.y));
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output4f = color;
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}
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@ -0,0 +1,61 @@
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#line 2
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/*
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* Copyright (c) 2024 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision mediump sampler2D;
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layout(location = 0) in vec2 a_position2f;
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layout(location = 1) in vec3 p_position3f;
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layout(location = 2) in vec2 p_texCoords2i;
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layout(location = 3) in vec2 p_lightMap2f;
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layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
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layout(location = 5) in vec4 p_color4f;
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out vec4 v_position4f;
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out vec2 v_texCoord2f;
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out vec4 v_color4f;
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out vec2 v_lightmap2f;
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uniform mat4 u_modelViewMatrix4f;
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uniform mat4 u_projectionMatrix4f;
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uniform vec3 u_texCoordSize2f_particleSize1f;
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uniform vec3 u_transformParam_1_2_5_f;
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uniform vec2 u_transformParam_3_4_f;
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uniform vec4 u_color4f;
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void main() {
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v_color4f = u_color4f * p_color4f.bgra;
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v_lightmap2f = p_lightMap2f;
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vec2 tex2f = a_position2f * 0.5 + 0.5;
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tex2f.y = 1.0 - tex2f.y;
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tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
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v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
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float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
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vec3 pos3f = p_position3f;
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vec2 spos2f = a_position2f * particleSize;
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pos3f += u_transformParam_1_2_5_f * spos2f.xyy;
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pos3f.zx += u_transformParam_3_4_f * spos2f;
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v_position4f = u_modelViewMatrix4f * vec4(pos3f, 1.0);
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gl_Position = u_projectionMatrix4f * v_position4f;
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}
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@ -0,0 +1,210 @@
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#line 2
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/*
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* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* 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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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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in vec4 v_position4f;
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#ifdef COMPILE_TEXTURE_ATTRIB
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in vec2 v_texture2f;
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#endif
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uniform vec4 u_color4f;
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#ifdef COMPILE_BLEND_ADD
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uniform vec4 u_colorBlendSrc4f;
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uniform vec4 u_colorBlendAdd4f;
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#endif
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#ifdef COMPILE_COLOR_ATTRIB
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in vec4 v_color4f;
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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in vec3 v_normal3f;
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#endif
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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in vec2 v_lightmap2f;
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#endif
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#ifdef COMPILE_ENABLE_TEXTURE2D
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uniform sampler2D u_samplerTexture;
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#if !defined(COMPILE_TEXTURE_ATTRIB) && !defined(COMPILE_ENABLE_TEX_GEN)
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uniform vec2 u_textureCoords01;
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#endif
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#endif
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#ifdef COMPILE_ENABLE_LIGHTMAP
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uniform sampler2D u_samplerLightmap;
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#ifndef COMPILE_LIGHTMAP_ATTRIB
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uniform vec2 u_textureCoords02;
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#endif
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#endif
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#ifdef COMPILE_ENABLE_ALPHA_TEST
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uniform float u_alphaTestRef1f;
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#endif
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#ifdef COMPILE_ENABLE_MC_LIGHTING
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uniform int u_lightsEnabled1i;
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uniform vec4 u_lightsDirections4fv[4];
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uniform vec3 u_lightsAmbient3f;
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#endif
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#ifndef COMPILE_NORMAL_ATTRIB
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uniform vec3 u_uniformNormal3f;
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#endif
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#ifdef COMPILE_ENABLE_FOG
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uniform vec4 u_fogParameters4f;
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uniform vec4 u_fogColor4f;
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#endif
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#ifdef COMPILE_ENABLE_TEX_GEN
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in vec3 v_objectPosition3f;
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uniform ivec4 u_texGenPlane4i;
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uniform vec4 u_texGenS4f;
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uniform vec4 u_texGenT4f;
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uniform vec4 u_texGenR4f;
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uniform vec4 u_texGenQ4f;
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uniform mat4 u_textureMat4f01;
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#endif
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#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
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uniform vec2 u_textureAnisotropicFix;
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#endif
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uniform mat4 u_inverseViewMatrix4f;
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layout(std140) uniform u_chunkLightingData {
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mediump int u_dynamicLightCount1i;
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mediump int _paddingA_;
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mediump int _paddingB_;
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mediump int _paddingC_;
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mediump vec4 u_dynamicLightArray[12];
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};
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layout(location = 0) out vec4 output4f;
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void main() {
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#ifdef COMPILE_COLOR_ATTRIB
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vec4 color = v_color4f * u_color4f;
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#else
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vec4 color = u_color4f;
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#endif
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#ifdef COMPILE_ENABLE_TEX_GEN
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vec4 texGenVector;
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vec4 texGenPosSrc[2];
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texGenPosSrc[0] = vec4(v_objectPosition3f, 1.0);
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texGenPosSrc[1] = v_position4f;
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texGenVector.x = dot(texGenPosSrc[u_texGenPlane4i.x], u_texGenS4f);
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texGenVector.y = dot(texGenPosSrc[u_texGenPlane4i.y], u_texGenT4f);
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texGenVector.z = dot(texGenPosSrc[u_texGenPlane4i.z], u_texGenR4f);
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texGenVector.w = dot(texGenPosSrc[u_texGenPlane4i.w], u_texGenQ4f);
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texGenVector = u_textureMat4f01 * texGenVector;
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color *= texture(u_samplerTexture, texGenVector.xy / texGenVector.w);
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#ifdef COMPILE_ENABLE_ALPHA_TEST
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if(color.a < u_alphaTestRef1f) discard;
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#endif
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#else
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#ifdef COMPILE_ENABLE_TEXTURE2D
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#ifdef COMPILE_TEXTURE_ATTRIB
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#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
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// d3d11 doesn't support GL_NEAREST upscaling with anisotropic
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// filtering enabled, so it needs this stupid fix to 'work'
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vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5;
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color *= texture(u_samplerTexture, uv / u_textureAnisotropicFix);
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#else
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color *= texture(u_samplerTexture, v_texture2f);
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#endif
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#else
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color *= texture(u_samplerTexture, u_textureCoords01);
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#endif
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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vec3 normal = normalize(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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vec4 light;
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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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diffuse += max(dot(normalize(light.xyz), normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - sqrt(dot(light.xyz, light.xyz)), 0.0);
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}
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}
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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color *= texture(u_samplerLightmap, vec2(min(v_lightmap2f.x + diffuse * 0.066667, 1.0), v_lightmap2f.y));
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#else
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color *= texture(u_samplerLightmap, vec2(min(u_textureCoords02.x + diffuse * 0.066667, 1.0), u_textureCoords02.y));
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#endif
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#endif
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#ifdef COMPILE_BLEND_ADD
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color = color * u_colorBlendSrc4f + u_colorBlendAdd4f;
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#endif
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#ifdef COMPILE_ENABLE_ALPHA_TEST
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if(color.a < u_alphaTestRef1f) discard;
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#endif
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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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float diffuse = 0.0;
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#else
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diffuse = 0.0;
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#endif
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for(int i = 0; i < u_lightsEnabled1i; ++i) {
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light = u_lightsDirections4fv[i];
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diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
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}
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color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0);
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#endif
|
||||
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#ifdef COMPILE_ENABLE_FOG
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||||
vec3 fogPos = v_position4f.xyz / v_position4f.w;
|
||||
float dist = sqrt(dot(fogPos, fogPos));
|
||||
float fogDensity = u_fogParameters4f.y;
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||||
float fogStart = u_fogParameters4f.z;
|
||||
float fogEnd = u_fogParameters4f.w;
|
||||
float f = u_fogParameters4f.x > 0.0 ? 1.0 - exp(-fogDensity * dist) :
|
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(dist - fogStart) / (fogEnd - fogStart);
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||||
color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a);
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#endif
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||||
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output4f = color;
|
||||
}
|
@ -0,0 +1,80 @@
|
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#line 2
|
||||
|
||||
/*
|
||||
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
|
||||
*
|
||||
* 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
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
in vec3 a_position3f;
|
||||
|
||||
out vec4 v_position4f;
|
||||
|
||||
#ifdef COMPILE_ENABLE_TEX_GEN
|
||||
out vec3 v_objectPosition3f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_TEXTURE_ATTRIB
|
||||
in vec2 a_texture2f;
|
||||
out vec2 v_texture2f;
|
||||
uniform mat4 u_textureMat4f01;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_COLOR_ATTRIB
|
||||
in vec4 a_color4f;
|
||||
out vec4 v_color4f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_NORMAL_ATTRIB
|
||||
in vec4 a_normal4f;
|
||||
out vec3 v_normal3f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_LIGHTMAP_ATTRIB
|
||||
in vec2 a_lightmap2f;
|
||||
out vec2 v_lightmap2f;
|
||||
uniform mat4 u_textureMat4f02;
|
||||
#endif
|
||||
|
||||
uniform mat4 u_modelviewMat4f;
|
||||
uniform mat4 u_projectionMat4f;
|
||||
|
||||
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
|
||||
|
||||
void main() {
|
||||
#ifdef COMPILE_ENABLE_TEX_GEN
|
||||
v_objectPosition3f = a_position3f;
|
||||
#endif
|
||||
|
||||
v_position4f = u_modelviewMat4f * vec4(a_position3f, 1.0);
|
||||
|
||||
#ifdef COMPILE_TEXTURE_ATTRIB
|
||||
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
|
||||
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_COLOR_ATTRIB
|
||||
v_color4f = a_color4f;
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_NORMAL_ATTRIB
|
||||
v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
|
||||
#endif
|
||||
|
||||
#ifdef COMPILE_LIGHTMAP_ATTRIB
|
||||
vec3 v_lightmapTmp3f = TEX_MAT3(u_textureMat4f02) * vec3(a_lightmap2f, 1.0);
|
||||
v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
|
||||
#endif
|
||||
|
||||
gl_Position = u_projectionMat4f * v_position4f;
|
||||
}
|
9
sources/resources/assets/eagler/mesh/readme.txt
Normal file
9
sources/resources/assets/eagler/mesh/readme.txt
Normal file
@ -0,0 +1,9 @@
|
||||
THESE ARE NOT DOOM/GMOD MODELS!
|
||||
|
||||
The FNAW skins are stored in a proprietary format created by lax1dude.
|
||||
|
||||
The format is a container for raw OpenGL vertex buffer and index buffer data intended to be copied directly into the GPU's memory, along with a small amount of metadata.
|
||||
|
||||
Data is rendered in GL_TRIANGLES mode using glDrawElements.
|
||||
|
||||
See "net/lax1dude/eaglercraft/v1_8/opengl/EaglerMeshLoader.java" and "net/lax1dude/eaglercraft/v1_8/opengl/HighPolyMesh.java" for more details.
|
Reference in New Issue
Block a user