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Merge pull request #4 from hotsu0p/in-dev
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In dev
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hotsu0p authored Mar 16, 2024
2 parents 65c16f9 + e276e40 commit f800d05
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Showing 10 changed files with 85 additions and 61 deletions.
5 changes: 5 additions & 0 deletions changelog.md
Original file line number Diff line number Diff line change
@@ -1,3 +1,8 @@
v2.5.1 - 3/16/24
- Fixed overworld lighting
- Improved skulk
- Added pulse to end crystals

v2.5 - 3/16/24
- Fixed light source bug
- Improved Nether ligting
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10 changes: 5 additions & 5 deletions shaders/block.properties
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@ block.10046=\ minecraft:anvil
block.10048=\ minecraft:chipped_anvil
block.10052=\ minecraft:damaged_anvil
block.10056=\ minecraft:powered_rail:powered=true
block.10057=\ minecraft:note_block:powered=true
block.10057=\ minecraft:note_block:powered=true minecraft:jukebox:has_record=true
block.10100= \
minecraft:grass minecraft:fern minecraft:seagrass minecraft:dead_bush\
minecraft:crimson_roots minecraft:warped_roots minecraft:nether_sprouts
Expand All @@ -67,7 +67,7 @@ minecraft:azalea minecraft:flowering_azalea minecraft:big_dripleaf minecraft:big
minecraft:cave_vines_plant:berries=false minecraft:cave_vines:berries=false
block.10108= \
minecraft:lily_pad
block.10465= \ minecraft:brown_mushroom_block
block.10465= \ minecraft:nether_portal
block.10109= \
minecraft:oak_sapling minecraft:spruce_sapling minecraft:birch_sapling minecraft:jungle_sapling minecraft:acacia_sapling minecraft:dark_oak_sapling minecraft:mangrove_propagule minecraft:cherry_sapling \
minecraft:dead_bush minecraft:cactus minecraft:red_mushroom minecraft:brown_mushroom minecraft:cobweb minecraft:nether_wart minecraft:crimson_fungus minecraft:warped_fungus \
Expand All @@ -82,12 +82,12 @@ minecraft:jack_o_lantern minecraft:campfire:lit=true \
minecraft:sea_pickle minecraft:glow_lichen \
minecraft:small_amethyst_bud minecraft:medium_amethyst_bud minecraft:large_amethyst_bud minecraft:amethyst_cluster \
minecraft:ochre_froglight minecraft:verdant_froglight minecraft:pearlescent_froglight \
minecraft:sculk minecraft:sculk_vein minecraft:sculk_sensor minecraft:calibrated_sculk_sensor minecraft:sculk_catalyst minecraft:sculk_shrieker \
minecraft:respawn_anchor:charges=1 minecraft:respawn_anchor:charges=2 minecraft:respawn_anchor:charges=3 minecraft:respawn_anchor
block.10201= \
minecraft:glowstone minecraft:shroomlight minecraft:redstone_lamp:lit=true minecraft:sea_lantern minecraft:lantern:hanging=false \
minecraft:magma_block\
minecraft:soul_lantern:hanging=false
block.10289= \ minecraft:sculk minecraft:sculk_vein minecraft:sculk_sensor minecraft:calibrated_sculk_sensor minecraft:sculk_catalyst minecraft:sculk_shrieker
block.10202= \
minecraft:furnace:lit=true minecraft:blast_furnace:lit=true minecraft:smoker:lit=true
block.10210=\ minecraft:brewing_stand:has_bottle_0=true
Expand Down Expand Up @@ -179,7 +179,7 @@ block.10204= \
minecraft:fire
block.10205= \
minecraft:beacon
block.10465= \ minecraft:coal_ore
block.10465= \ minecraft:nether_portal
block.10300= \
minecraft:water minecraft:flowing_water nether_portal
block.10301= \
Expand Down Expand Up @@ -237,7 +237,7 @@ block.10204= \
minecraft:fire
block.10205= \
minecraft:beacon
block.10465= \ minecraft:coal_ore
block.10465= \ minecraft:nether_portal
block.10300= \
minecraft:water minecraft:flowing_water
block.10301= \
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2 changes: 1 addition & 1 deletion shaders/entity.properties
Original file line number Diff line number Diff line change
Expand Up @@ -10,5 +10,5 @@
entity.10100=minecraft:item_frame minecraft:painting minecraft:glow_item_frame
entity.10301=minecraft:warden
entity.10101=minecraft:lightning_bolt

entity.10102=minecraft:end_crystal
#endif
2 changes: 1 addition & 1 deletion shaders/lib/lighting/coloredBlocklight.glsl
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Expand Up @@ -26,7 +26,7 @@ vec3 ApplyMultiColoredBlocklight(vec3 blocklightCol, vec3 screenPos) {

coloredLightNormalized = normalize(coloredLight + 1e-6);
coloredLightNormalized = mix(coloredLightNormalized * coloredLightNormalized, vec3(1.0), 0.1);
coloredLightNormalized *= GetLuminance(blocklightCol) * 1.2; // Adjust the multiplier here
coloredLightNormalized *= GetLuminance(blocklightCol) * .2; // Adjust the multiplier here
coloredLightNormalized = mix(coloredLightNormalized, vec3(0.5, 0.6, 1.0), 0.5); // Introduce a colder tone
coloredLightMix = min(dot(coloredLightNormalized, vec3(1.0)), 1.0);

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10 changes: 5 additions & 5 deletions shaders/lib/lighting/forwardLighting.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@ void GetLighting(inout vec3 albedo, out vec3 shadow, vec3 viewPos, vec3 worldPos
#endif

#ifdef OVERWORLD
float shadowMult = (1.0 * rainStrength) * shadowFade;
float shadowMult = (1.0 - 0.95 * rainStrength) * shadowFade;
vec3 sceneLighting = mix(ambientCol * lightmap.y, lightCol, fullShadow * shadowMult);
sceneLighting *= lightmap.y * lightmap.y * (1.0 + scattering * shadow);

Expand Down Expand Up @@ -127,11 +127,11 @@ void GetLighting(inout vec3 albedo, out vec3 shadow, vec3 viewPos, vec3 worldPos
desatColor = mix(vec3(0.4), desatColor, sqrt(lightmap.y)) * 1.7;
#endif

#ifdef NETHER
float desatAmount = 0.9 - smoothstep(0.25,1.0,(1.0 - lightmap.x) * (1.0 - lightmap.x)) * (1.0 - lightFlatten) * 1.5;
#ifdef NETHER
float desatAmount = 1.0 - smoothstep(0.25,1.0,(1.0 - lightmap.x) * (1.0 - lightmap.x)) * (1.0 - lightFlatten);

vec3 desatColor = normalize(netherColSqrt.rgb + 0.000001) * 2.0;
#endif
vec3 desatColor = normalize(netherColSqrt.rgb + 0.000001) * 1.7;
#endif

#ifdef END
float desatAmount = 1.0 - smoothstep(0.25,1.0,(1.0 - lightmap.x) * (1.0 - lightmap.x)) * (1.0 - lightFlatten);
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3 changes: 0 additions & 3 deletions shaders/lib/vertex/waving.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -147,9 +147,6 @@ vec3 WavingBlocks(vec3 position, float istopv) {
wave.z += cos(worldpos.y * swingSpeed + frametime) * swingAmplitude * swingDirection;
}
#endif
if (mc_Entity.x == 10109 && istopv > 0.9) {
wave += CalcMove(worldpos, 0.35, 1.15, vec2(0.15, 0.06));
}
position += wave;

return position;
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85 changes: 42 additions & 43 deletions shaders/program/gbuffers_block.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -22,9 +22,9 @@ varying vec3 viewVector;

varying vec4 vTexCoord, vTexCoordAM;
#endif
uniform bool isHighlighted; // Add this line to declare the isHighlighted variable
uniform bool isHighlighted;

uniform vec3 cameraDirection; // This should be the direction the camera is pointing
uniform vec3 cameraDirection;

//Uniforms//
uniform int blockEntityId;
Expand Down Expand Up @@ -354,60 +354,59 @@ void main() {
if(blockEntityId == 10205) albedo.a = sqrt(albedo.a);
#endif
}
if (blockEntityId == 10401) {
vec2 portalCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);
portalCoord = (portalCoord - 0.5) * vec2(aspectRatio, 1.0);
if (blockEntityId == 10401) {
vec2 portalCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);
portalCoord = (portalCoord - 0.5) * vec2(aspectRatio, 1.0);

vec3 portColSqrt = vec3(END_R, END_G, END_B) / 255.0 * END_I;
vec3 portCol = portColSqrt * portColSqrt * 0.05;
vec2 wind = vec2(0, frametime * 0.025);
vec3 portColSqrt = vec3(END_R, END_G, END_B) / 255.0 * END_I;
vec3 portCol = portColSqrt * portColSqrt * 0.05;
vec2 wind = vec2(0, frametime * 0.025);

portCol += texture2D(noisetex, portalCoord * 0.1 + wind * 0.05).rgb * 0.05 * portColSqrt * portColSqrt * 0.05;
portCol += vec3(0.2, 0.5, 0.7);
portCol += texture2D(noisetex, portalCoord * 0.1 + wind * 0.05).rgb * 0.05 * portColSqrt * portColSqrt * 0.05;
portCol += vec3(0.2, 0.5, 0.7);

float portal = texture2D(noisetex, portalCoord * 0.1 + wind * 0.05).r * 0.2 + 0.8;
float portal = texture2D(noisetex, portalCoord * 0.1 + wind * 0.05).r * 0.2 + 0.8;

float glowFactor = step(mod(frameTimeCounter, 200), 1.0);
portal += glowFactor * (sin(frameCounter * 0.1) * 0.1 + 0.1);
float glowFactor = step(mod(frameTimeCounter, 200), 1.0);
portal += glowFactor * (sin(frameCounter * 0.1) * 0.1 + 0.1);

#ifdef END
portal *= 0.05;
#else
portal *= 0.02;
#endif

portal += texture2D(texture, portalCoord * 0.5 + wind).r * 0.5;
portal += texture2D(texture, portalCoord + wind + 0.15).r * 0.5;
portal += texture2D(texture, portalCoord * 2.0 + wind + 0.30).r * 0.3;
portal += texture2D(texture, portalCoord * 4.0 + wind + 0.45).r * 0.2;
#ifdef END
portal *= 0.05;
#else
portal *= 0.02;
#endif

albedo.rgb = portal * portal * portCol.rgb;
albedo.a = 100.0;
portal += texture2D(texture, portalCoord * 0.5 + wind).r * 0.5;
portal += texture2D(texture, portalCoord + wind + 0.15).r * 0.5;
portal += texture2D(texture, portalCoord * 2.0 + wind + 0.30).r * 0.3;
portal += texture2D(texture, portalCoord * 4.0 + wind + 0.45).r * 0.2;

lightAlbedo = normalize(albedo.rgb * 10.0 + 0.00001);
albedo.rgb = portal * portal * portCol.rgb;
albedo.a = 100.0;

albedo.rgb = hue2(albedo.rgb, 150.0);
float vignette = length((gl_FragCoord.xy / vec2(viewWidth, viewHeight) - 0.5) * 2.0);
vignette = smoothstep(0.9, 1.0, 1.0 - vignette);
albedo.rgb *= mix(1.0, 0.9, vignette);
lightAlbedo = normalize(albedo.rgb * 10.0 + 0.00001);

float pulsateGlow = sin(frameCounter * 0.05) * 0.1 + 0.9;
albedo.rgb *= pulsateGlow;
albedo.rgb = hue2(albedo.rgb, 150.0);
float vignette = length((gl_FragCoord.xy / vec2(viewWidth, viewHeight) - 0.5) * 2.0);
vignette = smoothstep(0.9, 1.0, 1.0 - vignette);
albedo.rgb *= mix(1.0, 0.9, vignette);

float distortion = noise(gl_FragCoord.xy * 0.01);
albedo.rgb *= mix(1.0, 1.0 + distortion * 0.05, 0.5);
float pulsateGlow = sin(frameCounter * 0.05) * 0.1 + 0.9;
albedo.rgb *= pulsateGlow;

float scanline = sin(gl_FragCoord.y * 0.02) * 0.01 + 0.99;
albedo.rgb *= scanline;
float distortion = noise(gl_FragCoord.xy * 0.01);
albedo.rgb *= mix(1.0, 1.0 + distortion * 0.05, 0.5);

#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
}
if (blockEntityId == 10109){
albedo.rgb = vec3(0.5,0.5,1.0);
}
float scanline = sin(gl_FragCoord.y * 0.02) * 0.01 + 0.99;
albedo.rgb *= scanline;

#if ALPHA_BLEND == 0
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0)));
#endif
}
if (blockEntityId == 10109){
albedo.rgb = vec3(0.5,0.5,1.0);
}

/* DRAWBUFFERS:0 */
gl_FragData[0] = albedo;
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5 changes: 5 additions & 0 deletions shaders/program/gbuffers_entities.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -156,7 +156,12 @@ void main() {
float pulse = 0.0005 * (1.0 + sin(frameTimeCounter * 1 * 3.14159265358979));
albedo.rgb = mix(albedo.rgb, vec3(94.0,223.0,255.0), pulse);
}
if (entityId == 10102){
float pulse = .15 * (1.0 + sin(frameTimeCounter * 1 * 3.14159265358979));
albedo.rgb = mix(albedo.rgb, vec3(0.0,0.0,0.0), pulse);
}
float lightningBolt = float(entityId == 10101);

if(lightningBolt > 0.5) {
#ifdef OVERWORLD
albedo.rgb = weatherCol.rgb / weatherCol.a;
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22 changes: 20 additions & 2 deletions shaders/program/gbuffers_terrain.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -458,7 +458,9 @@ float reflectionScale = 0.7;
#ifdef TAA
#include "/lib/util/jitter.glsl"
#endif

float hash(float n) {
return fract(sin(n) * 43758.5453123);
}


float emission = 10.0;
Expand Down Expand Up @@ -519,7 +521,6 @@ void main() {
mat = 5.0;
if (mc_Entity.x == 10201 || mc_Entity.x == 10205 || mc_Entity.x == 10206)
recolor = 1.0;

if (mc_Entity.x == 10202)
lmCoord.x -= 0.0667;

Expand All @@ -533,6 +534,23 @@ void main() {
color.rgb *= 1.5;
emission = 1.0;
}


if (mc_Entity.x == 10289){
float randomFactor = hash(frameTimeCounter);

float pulse = sin(frameTimeCounter * .05 * 3.14159265358979 + randomFactor);
pulse = (pulse + 1.0) * 0.5;

float smoothPulse = smoothstep(0.0, 1.0, pulse);

vec3 baseColor = vec3(1.0, 1.0, 1.0);
vec3 lightColor = vec3(25.0/255.0, 134.0/255.0, 182.0/255.0);

vec3 finalColor = mix(baseColor, lightColor, smoothPulse * 0.3);

color.rgb = finalColor;
}
if (mc_Entity.x == 10057){
color.rgb *= 1.22;
}
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2 changes: 1 addition & 1 deletion shaders/program/shadow.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -206,7 +206,7 @@ void main() {
color = gl_Color;

mat = 0;
if (mc_Entity.x == 10301 || mc_Entity.x == 10302) mat = 100;
if (mc_Entity.x == 10301 || mc_Entity.x == 10302) mat = 1;
if (mc_Entity.x == 10300 || mc_Entity.x == 10304) mat = 2;

#ifndef SHADOW_VEGETATION
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