mirror of
https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-27 18:38:14 -05:00
Update #37 - Touch support without userscript, many other feats
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@ -226,20 +226,18 @@ void main() {
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#ifdef COMPILE_ENABLE_TEXTURE2D
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vec2 texCoords2f;
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#ifdef COMPILE_ENABLE_TEX_GEN
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vec4 tmpVec4 = vec4(v_objectPosition3f, 1.0);
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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 = vec4(mat4x3(
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texGenVector.x = dot(u_texGenPlane4i.x == 1 ? v_position4f : tmpVec4, u_texGenS4f);
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texGenVector.y = dot(u_texGenPlane4i.y == 1 ? v_position4f : tmpVec4, u_texGenT4f);
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texGenVector.z = dot(u_texGenPlane4i.z == 1 ? v_position4f : tmpVec4, u_texGenR4f);
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texGenVector.w = dot(u_texGenPlane4i.w == 1 ? v_position4f : tmpVec4, u_texGenQ4f);
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texGenVector.xyz = mat4x3(
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u_textureMat4f01[0].xyw,
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u_textureMat4f01[1].xyw,
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u_textureMat4f01[2].xyw,
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u_textureMat4f01[3].xyw
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) * texGenVector, 0.0);
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) * texGenVector;
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texCoords2f = texGenVector.xy / texGenVector.z;
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#else
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@ -99,13 +99,13 @@ void main() {
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reprojectionReflectionOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
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reprojectionHitVectorOutput4f = vec4(0.0, 0.0, 0.0, 0.0);
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#endif
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float fragDepth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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float fragDepth = textureLod(u_gbufferDepthTexture, v_position2f2, 0.0).r;
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if(fragDepth < 0.000001) {
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return;
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}
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vec4 fragClipSpacePos4f = vec4(v_position2f, fragDepth, 1.0) * 2.0 - 1.0;
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vec4 fragClipSpacePos4f = vec4(v_position2f2, fragDepth, 1.0) * 2.0 - 1.0;
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vec4 fragPos4f = u_inverseViewProjMatrix4f * fragClipSpacePos4f;
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fragPos4f.xyz /= fragPos4f.w;
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fragPos4f.w = 1.0;
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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": "1.2.1",
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"vers": "1.2.2",
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"author": "lax1dude",
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"api_vers": 1,
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"features": [
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@ -70,7 +70,7 @@ void main() {
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originalViewSpacePos.xyz /= originalViewSpacePos.w;
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originalViewSpacePos.w = 1.0;
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vec4 noiseVec = textureLod(u_noiseConstantTexture, u_randomizerDataMatrix2f * (v_position2f + originalViewSpacePos.xy + normal3f.xz), 0.0);
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vec4 noiseVec = textureLod(u_noiseConstantTexture, 13.3725 / fract((u_randomizerDataMatrix2f * (v_position2f * 0.42695346 + originalViewSpacePos.xy * 1.373769945645 + normal3f.xz * 42.69456453)) * 1.123234234), 0.0);
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noiseVec.xyz *= 2.0;
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noiseVec.xyz -= 1.0;
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