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added back text effects (i mean this will break stuff soz)
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Original file line number | Diff line number | Diff line change |
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{ | ||
"vertex": "rendertype_text", | ||
"fragment": "rendertype_text", | ||
"samplers": [ | ||
{ "name": "Sampler0" }, | ||
{ "name": "Sampler2" } | ||
], | ||
"uniforms": [ | ||
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, | ||
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, | ||
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, | ||
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] }, | ||
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] }, | ||
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }, | ||
{ "name": "FogShape", "type": "int", "count": 1, "values": [ 0 ] }, | ||
{ "name": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] }, | ||
{ "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } | ||
] | ||
} |
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@@ -1,37 +1,43 @@ | ||
#version 150 | ||
#define VSH | ||
#define RENDERTYPE_TEXT | ||
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#moj_import <fog.glsl> | ||
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// These are inputs and outputs to the shader | ||
// If you are merging with a shader, put any inputs and outputs that they have, but are not here already, in the list below | ||
in vec3 Position; | ||
in vec4 Color; | ||
in vec2 UV0; | ||
in ivec2 UV2; | ||
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uniform sampler2D Sampler0; | ||
uniform sampler2D Sampler2; | ||
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uniform mat4 ModelViewMat; | ||
uniform mat4 ProjMat; | ||
uniform int FogShape; | ||
uniform float GameTime; | ||
uniform vec2 ScreenSize; | ||
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out float vertexDistance; | ||
out vec4 baseColor; | ||
out vec4 lightColor; | ||
out vec4 vertexColor; | ||
out vec2 texCoord0; | ||
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#moj_import <spheya_packs_impl.glsl> | ||
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void main() { | ||
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); | ||
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); | ||
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baseColor = Color; | ||
lightColor = texelFetch(Sampler2, UV2 / 16, 0); | ||
vertexColor = baseColor * lightColor; | ||
vertexDistance = fog_distance(Position, FogShape); | ||
vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0); | ||
texCoord0 = UV0; | ||
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// Delete sidebar numbers | ||
if (gl_Position.z < 0.001 && gl_Position.z > -0.001 && gl_Position.x >= 0.93 && gl_Position.y >= -0.35 && vertexColor.g == 84.0/255.0 && vertexColor.b == 84.0/255.0 && vertexColor.r == 252.0/255.0) { | ||
gl_Position = ProjMat * ModelViewMat * vec4(ScreenSize + 100.0, 0.0, 0.0); // remove scoreboard numbers | ||
} else if (Color == vec4(78/255., 92/255., 36/255., Color.a)) { | ||
vertexColor = texelFetch(Sampler2, UV2 / 16, 0); // remove color from no shadow marker | ||
} else if (Color == vec4(19/255., 23/255., 9/255., Color.a)) { | ||
vertexColor = vec4(0); // remove shadow | ||
} | ||
} | ||
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if(applySpheyaPacks()) return; | ||
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// When merging with another shader, you should put the code in their main() function below here | ||
} |
33 changes: 33 additions & 0 deletions
33
main/assets/minecraft/shaders/core/rendertype_text_see_through.fsh
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#version 150 | ||
#define FSH | ||
#define RENDERTYPE_TEXT | ||
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// These are inputs and outputs to the shader | ||
// If you are merging with a shader, put any inputs and outputs that they have, but are not here already, in the list below | ||
uniform sampler2D Sampler0; | ||
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uniform vec4 ColorModulator; | ||
uniform float GameTime; | ||
uniform vec2 ScreenSize; | ||
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in vec4 baseColor; | ||
in vec4 lightColor; | ||
in vec4 vertexColor; | ||
in vec2 texCoord0; | ||
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out vec4 fragColor; | ||
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#moj_import <spheya_packs_impl.glsl> | ||
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void main() { | ||
if(applySpheyaPacks()) return; | ||
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// Code below here is vanilla rendering, | ||
// If you are merging with another shader, replace the code below here with the code that they have in their main() function | ||
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vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator; | ||
if (color.a < 0.1) { | ||
discard; | ||
} | ||
fragColor = color; | ||
} |
14 changes: 14 additions & 0 deletions
14
main/assets/minecraft/shaders/core/rendertype_text_see_through.json
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{ | ||
"vertex": "rendertype_text_see_through", | ||
"fragment": "rendertype_text_see_through", | ||
"samplers": [ | ||
{ "name": "Sampler0" } | ||
], | ||
"uniforms": [ | ||
{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, | ||
{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, | ||
{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] }, | ||
{ "name": "GameTime", "type": "float", "count": 1, "values": [ 0.0 ] }, | ||
{ "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] } | ||
] | ||
} |
36 changes: 36 additions & 0 deletions
36
main/assets/minecraft/shaders/core/rendertype_text_see_through.vsh
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@@ -0,0 +1,36 @@ | ||
#version 150 | ||
#define VSH | ||
#define RENDERTYPE_TEXT | ||
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// These are inputs and outputs to the shader | ||
// If you are merging with a shader, put any inputs and outputs that they have, but are not here already, in the list below | ||
in vec3 Position; | ||
in vec4 Color; | ||
in vec2 UV0; | ||
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uniform sampler2D Sampler0; | ||
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uniform mat4 ModelViewMat; | ||
uniform mat4 ProjMat; | ||
uniform float GameTime; | ||
uniform vec2 ScreenSize; | ||
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out vec4 baseColor; | ||
out vec4 lightColor; | ||
out vec4 vertexColor; | ||
out vec2 texCoord0; | ||
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#moj_import <spheya_packs_impl.glsl> | ||
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void main() { | ||
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); | ||
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baseColor = Color; | ||
lightColor = vec4(1.0); | ||
vertexColor = baseColor * lightColor; | ||
texCoord0 = UV0; | ||
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if(applySpheyaPacks()) return; | ||
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// When merging with another shader, you should put the code in their main() function below here | ||
} |
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#moj_import <text_effects.glsl> |
38 changes: 38 additions & 0 deletions
38
main/assets/minecraft/shaders/include/spheya_packs_impl.glsl
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#version 150 | ||
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#moj_import <spheya_utils.glsl> | ||
#moj_import <spheya_packs.glsl> | ||
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bool applySpheyaPacks() { | ||
#ifdef SPHEYA_PACK_0 | ||
if(applySpheyaPack0()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_1 | ||
if(applySpheyaPack1()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_2 | ||
if(applySpheyaPack2()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_3 | ||
if(applySpheyaPack3()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_4 | ||
if(applySpheyaPack4()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_5 | ||
if(applySpheyaPack5()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_6 | ||
if(applySpheyaPack6()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_7 | ||
if(applySpheyaPack7()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_8 | ||
if(applySpheyaPack8()) return true; | ||
#endif | ||
#ifdef SPHEYA_PACK_9 | ||
if(applySpheyaPack9()) return true; | ||
#endif | ||
return false; | ||
} |
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