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83 Commits

Author SHA1 Message Date
InventiveBot
f48c4b0525 Create/Update assets for version 13w37a 2021-03-11 11:33:16 +00:00
InventiveBot
88db8ea4c1 Create new branch for version 13w37a 2021-03-11 11:33:05 +00:00
inventivetalent
0544e41256 . 2021-02-18 10:30:00 +01:00
inventivetalent
7a69391726 remove assets from master 2021-02-18 10:28:43 +01:00
InventiveBot
a3ccc9d48d Create new branch for version 21w07a 2021-02-17 20:02:58 +00:00
InventiveBot
c68e7bce4d Create new branch for version 21w06a 2021-02-10 20:03:18 +00:00
InventiveBot
afb02276af Create new branch for version 21w05a 2021-02-03 20:02:49 +00:00
InventiveBot
b4752961bf Create new branch for version 21w03a 2021-01-20 20:02:59 +00:00
InventiveBot
5904432410 Create new branch for version 1.16.5 2021-01-20 20:01:01 +00:00
InventiveBot
01f27a344b Create new branch for version 1.16.5-rc1 2021-01-13 20:02:34 +00:00
InventiveBot
803c6d5983 Create new branch for version 20w51a 2020-12-16 20:02:53 +00:00
InventiveBot
0c3c7be51f Create new branch for version 20w49a 2020-12-02 20:02:45 +00:00
InventiveBot
f15eb9c4b1 Create new branch for version 20w48a 2020-11-25 20:02:22 +00:00
InventiveBot
be7679f1ec Create new branch for version 20w46a 2020-11-11 20:02:31 +00:00
InventiveBot
0057223d89 Create new branch for version 20w45a 2020-11-04 20:02:55 +00:00
InventiveBot
6af4d4c6e8 Create new branch for version 1.16.4 2020-11-04 20:00:53 +00:00
InventiveBot
97a934edef Create new branch for version 1.16.4-rc1 2020-10-28 20:02:57 +00:00
Haylee Schäfer
fd62ff6b17 Delete .github\stale.yml 2020-10-25 11:31:15 +01:00
Haylee Schäfer
acb0aad1e5 Delete .github\FUNDING.yml 2020-10-25 11:31:08 +01:00
InventiveBot
51d19e6415 Create new branch for version 1.16.4-pre1 2020-10-21 20:02:46 +00:00
InventiveBot
b136457b40 Create new branch for version 1.16.3 2020-09-11 09:59:03 +00:00
InventiveBot
514f7f749d Create new branch for version 1.16.3-rc1 2020-09-09 20:02:39 +00:00
InventiveBot
37fe242f4c Create new branch for version 1.16.2 2020-08-12 20:00:57 +00:00
InventiveBot
87223770cc Create new branch for version 1.16.2-rc2 2020-08-11 14:53:29 +00:00
InventiveBot
39608a7225 Create new branch for version 1.16.2-pre2 2020-08-05 20:02:35 +00:00
InventiveBot
922ab366e9 Create new branch for version 1.16.2-pre1 2020-07-29 20:02:28 +00:00
InventiveBot
b279e7a844 Create new branch for version 20w30a 2020-07-22 15:54:37 +00:00
InventiveBot
6909e9b8d6 Create new branch for version 20w29a 2020-07-15 16:36:53 +00:00
InventiveBot
6cc8a5d1fe Create new branch for version 20w28a 2020-07-08 17:03:45 +00:00
InventiveBot
d22ccd6810 Create new branch for version 20w27a 2020-07-01 20:02:45 +00:00
InventiveBot
1c6a3e6214 Create new branch for version 1.16.1 2020-06-24 20:01:00 +00:00
InventiveBot
0158c2c3a1 Create new branch for version 1.16 2020-06-23 13:12:45 +00:00
InventiveBot
715ed9b7fc Create new branch for version 1.16-pre8 2020-06-17 20:02:29 +00:00
InventiveBot
61dd948b28 Create new branch for version 1.16-pre5 2020-06-12 16:09:57 +00:00
InventiveBot
3a2e560bfe Create new branch for version 1.16-pre3 2020-06-10 20:02:00 +00:00
InventiveBot
699b0362da Create new branch for version 1.16-pre2 2020-06-07 20:05:47 +00:00
InventiveBot
90cea29a4f Create new branch for version 20w22a 2020-05-29 14:41:03 +00:00
InventiveBot
f5f1919d60 Create new branch for version 20w21a 2020-05-24 20:06:09 +00:00
InventiveBot
1ca7ad9f7c Create new branch for version 20w20a 2020-05-13 19:33:44 +00:00
InventiveBot
7472b6bab9 Create new branch for version 20w19a 2020-05-06 20:03:57 +00:00
InventiveBot
c3f88e1446 Create new branch for version 20w18a 2020-04-29 17:27:34 +00:00
InventiveBot
f04298709e Create new branch for version 20w17a 2020-04-22 15:09:34 +00:00
InventiveBot
4d6e0b1417 Create new branch for version 20w16a 2020-04-15 22:44:31 +00:00
InventiveBot
73ea4fb610 Create new branch for version 20w14a 2020-04-10 21:54:08 +00:00
InventiveBot
84de43cc2b Create new branch for version 20w15a 2020-04-10 19:29:29 +00:00
InventiveBot
46532b233b Create new branch for version 20w10a 2020-03-04 20:42:26 +00:00
InventiveBot
65bb7405db Create new branch for version 20w09a 2020-02-27 20:59:40 +00:00
Haylee Schäfer
d733930f11 Merge pull request #1 from InventivetalentDev/gh-file-sync
[file-sync] Sync 3 Files
2020-02-23 19:48:28 +01:00
Haylee Schäfer
87506796e1 Sync renovate.json 2020-02-23 18:54:50 +01:00
Haylee Schäfer
c7a0ae1e03 Sync stale.yml 2020-02-23 18:54:49 +01:00
Haylee Schäfer
06036fd53b Sync FUNDING.yml 2020-02-23 18:54:48 +01:00
Haylee Schäfer
1cae401072 Sync renovate.json 2020-02-23 17:55:30 +01:00
Haylee Schäfer
2cd9c378ab Sync stale.yml 2020-02-23 17:55:28 +01:00
Haylee Schäfer
fa1b7a0e84 Sync FUNDING.yml 2020-02-23 17:55:27 +01:00
file-sync
695f7ffea1 Sync renovate.json 2020-02-23 17:49:19 +01:00
file-sync
931e4fecb5 Sync stale.yml 2020-02-23 17:49:17 +01:00
file-sync
603d10042b Sync FUNDING.yml 2020-02-23 17:49:15 +01:00
InventiveBot
aa7dbdf69b Create new branch for version 20w06a 2020-02-08 11:06:35 +00:00
InventiveBot
463b30cea6 Create new branch for version 1.15.2 2020-01-24 10:50:26 +00:00
InventiveBot
680741d97c Create new branch for version 1.15.1 2019-12-21 13:26:06 +00:00
InventiveBot
93e502f1a7 Create new branch for version 1.15.1-pre1 2019-12-14 22:30:29 +00:00
InventiveBot
006b2fff62 Create new branch for version 1.15 2019-12-14 22:28:48 +00:00
InventiveBot
27ccae322b Create new branch for version 19w39a 2019-09-29 18:55:06 +00:00
InventiveBot
ed92fe8fb5 Create new branch for version 19w38a 2019-09-18 12:59:09 +00:00
InventiveBot
3941443515 Create new branch for version 19w37a 2019-09-14 12:34:16 +00:00
InventiveBot
8742080b63 Create new branch for version 19w36a 2019-09-05 09:57:09 +00:00
InventiveBot
5f3ebec498 Create new branch for version 19w35a 2019-09-01 13:57:44 +00:00
InventiveBot
89df2d9aba Create new branch for version 1.14.4 2019-08-14 15:44:22 +00:00
InventiveBot
fa4d39710d Create new branch for version 1.14.4-pre7 2019-07-18 15:05:44 +00:00
InventiveBot
8c1f90d4af Create new branch for version 1.14.3 2019-07-18 15:01:39 +00:00
InventiveBot
5295e5c2ba Create new branch for version 1.14 2019-04-23 18:20:37 +00:00
InventiveBot
f5ba9d4c24 Create/Update assets for version 19w14b 2019-04-06 17:21:54 +00:00
InventiveBot
8c84c333a9 Create new branch for version 19w14b 2019-04-06 17:21:19 +00:00
InventiveBot
9b338a0c8d Create/Update assets for version 3D Shareware v1.34 2019-04-06 17:15:10 +00:00
InventiveBot
1bf0091912 Create new branch for version 3D_Shareware_v1.34 2019-04-06 17:14:37 +00:00
InventiveBot
b3778e97b4 Create new branch for version 19w09a 2019-03-07 19:52:06 +00:00
InventiveBot
0a09709175 Create new branch for version 19w08a 2019-02-20 15:37:13 +00:00
inventivetalent
044148e94e Delete misplaced directories 2018-12-24 09:49:20 +01:00
Haylee Schäfer
5f0fec3de7 Delete version.json 2018-12-24 09:44:37 +01:00
InventiveBot
a57133010d Create/Update assets for version 18w50a 2018-12-21 06:39:57 +00:00
InventiveBot
2899084dcb Create new branch for version 18w50a 2018-12-21 06:39:24 +00:00
InventiveBot
85486e27af Create/Update assets for version 1.13.2 2018-12-21 06:38:40 +00:00
InventiveBot
13d488b03f Create new branch for version 1.13.2 2018-12-21 06:38:11 +00:00
289 changed files with 167 additions and 2204 deletions

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13w37a.json Normal file

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# minecraft-assets
This repository contains assets extracted from the Minecraft .jar files and additional downloaded resources (sounds).
Please use the **branch selector** to switch versions.

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_list.json Normal file
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{"directories":["assets"],"files":["13w37a.json","version.json"]}

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assets/_list.json Normal file
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{"directories":["icons","lang","minecraft","music","records","sound","sounds"],"files":["READ_ME_I_AM_VERY_IMPORTANT.txt","pack.mcmeta","sounds.json"]}

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assets/icons/_list.json Normal file
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{"directories":[],"files":["icon_16x16.png","icon_32x32.png","minecraft.icns"]}

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assets/lang/_list.json Normal file
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{"directories":[],"files":["af_ZA.lang","ar_SA.lang","bg_BG.lang","ca_ES.lang","cs_CZ.lang","cy_GB.lang","da_DK.lang","de_DE.lang","el_GR.lang","en_AU.lang","en_CA.lang","en_GB.lang","en_PT.lang","eo_UY.lang","es_AR.lang","es_ES.lang","es_MX.lang","es_UY.lang","es_VE.lang","et_EE.lang","eu_ES.lang","fa_IR.lang","fi_FI.lang","fil_PH.lang","fr_CA.lang","fr_FR.lang","ga_IE.lang","gl_ES.lang","he_IL.lang","hi_IN.lang","hr_HR.lang","hu_HU.lang","hy_AM.lang","id_ID.lang","is_IS.lang","it_IT.lang","ja_JP.lang","ka_GE.lang","ko_KR.lang","kw_GB.lang","la_LA.lang","lb_LU.lang","lt_LT.lang","lv_LV.lang","ms_MY.lang","mt_MT.lang","nl_NL.lang","nn_NO.lang","no_NO.lang","oc_FR.lang","pl_PL.lang","pt_BR.lang","pt_PT.lang","qya_AA.lang","ro_RO.lang","ru_RU.lang","sk_SK.lang","sl_SI.lang","sr_SP.lang","sv_SE.lang","th_TH.lang","tlh_AA.lang","tr_TR.lang","uk_UA.lang","vi_VN.lang","zh_CN.lang","zh_TW.lang"]}

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{"directories":["font","lang","texts","textures"],"files":[]}

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{"directories":[],"files":["glyph_sizes.bin"]}

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{"directories":[],"files":["en_US.lang"]}

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@@ -82,7 +82,7 @@ gameMode.adventure=Adventure Mode
gameMode.hardcore=Hardcore Mode!
gameMode.changed=Your game mode has been updated
selectWorld.gameMode=Game Mode
selectWorld.gameMode=Game Mode:
selectWorld.gameMode.survival=Survival
selectWorld.gameMode.survival.line1=Search for resources, crafting, gain
selectWorld.gameMode.survival.line2=levels, health and hunger
@@ -155,14 +155,11 @@ chat.type.text=<%s> %s
chat.type.emote=* %s %s
chat.type.announcement=[%s] %s
chat.type.admin=[%s: %s]
chat.type.achievement=%s has just earned the achievement %s
chat.link.confirm=Are you sure you want to open the following website?
chat.link.warning=Never open links from people that you don't trust!
chat.copy=Copy to Clipboard
chat.link.confirmTrusted=Do you want to open this link or copy it to your clipboard?
chat.link.open=Open in browser
$o=Play Demo World
menu.playdemo=Play Demo World
menu.resetdemo=Reset Demo World
demo.day.1=This demo will last five game days, do your best!
@@ -197,8 +194,6 @@ disconnect.timeout=Timed out
disconnect.closed=Connection closed
disconnect.loginFailed=Failed to login
disconnect.loginFailedInfo=Failed to login: %s
disconnect.loginFailedInfo.serversUnavailable=The authentication are currently down for maintenance.
disconnect.loginFailedInfo.invalidSession=Invalid session (Try restarting your game)
disconnect.quitting=Quitting
disconnect.endOfStream=End of stream
disconnect.overflow=Buffer overflow
@@ -206,13 +201,12 @@ disconnect.spam=Kicked for spamming
soundCategory.master=Master Volume
soundCategory.music=Music
soundCategory.record=Jukebox/Noteblocks
soundCategory.records=Jukebox & Note Blocks
soundCategory.weather=Weather
soundCategory.hostile=Hostile Creatures
soundCategory.neutral=Friendly Creatures
soundCategory.player=Players
soundCategory.block=Blocks
soundCategory.ambient=Ambient/Environment
soundCategory.mobs=Enemy Monsters
soundCategory.animals=Friendly Animals
soundCategory.players=Players
soundCategory.blocks=Blocks & Environment
options.off=OFF
options.on=ON
@@ -224,7 +218,7 @@ options.video=Video Settings...
options.language=Language...
options.sounds=Music & Sounds...
options.sounds.title=Music & Sound Options
options.languageWarning=Language translations may not be 100%% accurate
options.languageWarning=Language translations may not be 100% accurate
options.videoTitle=Video Settings
options.music=Music
options.sound=Sound
@@ -232,7 +226,6 @@ options.invertMouse=Invert Mouse
options.fov=FOV
options.fov.min=Normal
options.fov.max=Quake Pro
options.saturation=Saturation
options.gamma=Brightness
options.gamma.min=Moody
options.gamma.max=Bright
@@ -250,8 +243,7 @@ options.ao.off=OFF
options.ao.min=Minimum
options.ao.max=Maximum
options.anaglyph=3D Anaglyph
options.framerateLimit=Max Framerate
options.framerateLimit.max=Unlimited
options.framerateLimit=Performance
options.difficulty=Difficulty
options.difficulty.peaceful=Peaceful
options.difficulty.easy=Easy
@@ -267,37 +259,7 @@ options.guiScale.small=Small
options.guiScale.normal=Normal
options.guiScale.large=Large
options.advancedOpengl=Advanced OpenGL
options.fboEnable=Enable FBOs
options.postProcessEnable=Enable Post-Processing
options.aoDesc0=Enable faux ambient occlusion on blocks.
options.aoDesc1=
options.framerateLimitDesc0=Selects the maximum frame rate:
options.framerateLimitDesc1=35fps, 120fps, or 200+fps.
options.viewBobbingDesc0=Enables view-bob when moving.
options.viewBobbingDesc1=
options.renderCloudsDesc0=Enables the rendering of clouds.
options.renderCloudsDesc1=
options.graphicsDesc0='Fancy': Enables extra transparency.
options.graphicsDesc1='Fast': Suggested for lower-end hardware.
options.renderDistanceDesc0=Maximum render distance. Smaller values
options.renderDistanceDesc1=run better on lower-end hardware.
options.particlesDesc0=Selects the overall amount of particles.
options.particlesDesc1=On lower-end hardware, less is better.
options.advancedOpenglDesc0=Enables occlusion queries. On AMD and Intel
options.advancedOpenglDesc1=hardware, this may decrease performance.
options.fboEnableDesc0=Enables the use of Framebuffer Objects.
options.fboEnableDesc1=Necessary for certain Minecraft features.
options.postProcessEnableDesc0=Enables post-processing. Disabling will
options.postProcessEnableDesc1=result in reduction in Awesome Levels.
options.renderClouds=Clouds
options.qualityButton=Video Quality Settings...
options.qualityVideoTitle=Video Quality Settings
options.performanceButton=Video Performance Settings...
options.performanceVideoTitle=Video Performance Settings
options.advancedButton=Advanced Video Settings...
options.advancedVideoTitle=Advanced Video Settings
options.postButton=Post-Processing Settings...
options.postVideoTitle=Post-Processing Settings
options.farWarning1=A 64 bit Java installation is recommended
options.farWarning2=for 'Far' render distance (you have 32 bit)
options.particles=Particles
@@ -328,9 +290,10 @@ options.resourcepack=Resource Packs...
options.fullscreen=Fullscreen
options.vsync=Use VSync
options.touchscreen=Touchscreen Mode
options.mipmapLevels=Mipmap Levels
options.anisotropicFiltering=Anisotropic Filtering
options.forceUnicodeFont=Force Unicode Font
performance.max=Max FPS
performance.balanced=Balanced
performance.powersaver=Power saver
controls.title=Controls
controls.reset=Reset
@@ -396,20 +359,15 @@ tile.wood.oak.name=Oak Wood Planks
tile.wood.spruce.name=Spruce Wood Planks
tile.wood.birch.name=Birch Wood Planks
tile.wood.jungle.name=Jungle Wood Planks
tile.wood.acacia.name=Acacia Wood Planks
tile.wood.big_oak.name=Dark Oak Wood Planks
tile.sapling.oak.name=Oak Sapling
tile.sapling.spruce.name=Spruce Sapling
tile.sapling.birch.name=Birch Sapling
tile.sapling.jungle.name=Jungle Sapling
tile.sapling.acacia.name=Acacia Sapling
tile.sapling.roofed_oak.name=Dark Oak Sapling
tile.deadbush.name=Dead Bush
tile.bedrock.name=Bedrock
tile.water.name=Water
tile.lava.name=Lava
tile.sand.default.name=Sand
tile.sand.red.name=Red Sand
tile.sand.name=Sand
tile.sandStone.name=Sandstone
tile.sandStone.default.name=Sandstone
tile.sandStone.chiseled.name=Chiseled Sandstone
@@ -423,55 +381,17 @@ tile.log.oak.name=Oak Wood
tile.log.spruce.name=Spruce Wood
tile.log.birch.name=Birch Wood
tile.log.jungle.name=Jungle Wood
tile.log.acacia.name=Acacia Wood
tile.log.big_oak.name=Dark Oak Wood
tile.leaves.name=Leaves
tile.leaves.oak.name=Oak Leaves
tile.leaves.spruce.name=Spruce Leaves
tile.leaves.birch.name=Birch Leaves
tile.leaves.jungle.name=Jungle Leaves
tile.leaves.acacia.name=Acacia Leaves
tile.leaves.big_oak.name=Dark Oak Leaves
tile.tallgrass.name=Grass
tile.tallgrass.shrub.name=Shrub
tile.tallgrass.grass.name=Grass
tile.tallgrass.fern.name=Fern
tile.sponge.name=Sponge
tile.glass.name=Glass
tile.stainedGlass.name=Stained Glass
tile.stainedGlass.black.name=Black Stained Glass
tile.stainedGlass.red.name=Red Stained Glass
tile.stainedGlass.green.name=Green Stained Glass
tile.stainedGlass.brown.name=Brown Stained Glass
tile.stainedGlass.blue.name=Blue Stained Glass
tile.stainedGlass.purple.name=Purple Stained Glass
tile.stainedGlass.cyan.name=Cyan Stained Glass
tile.stainedGlass.silver.name=Light Gray Stained Glass
tile.stainedGlass.gray.name=Gray Stained Glass
tile.stainedGlass.pink.name=Pink Stained Glass
tile.stainedGlass.lime.name=Lime Stained Glass
tile.stainedGlass.yellow.name=Yellow Stained Glass
tile.stainedGlass.lightBlue.name=Light Blue Stained Glass
tile.stainedGlass.magenta.name=Magenta Stained Glass
tile.stainedGlass.orange.name=Orange Stained Glass
tile.stainedGlass.white.name=White Stained Glass
tile.thinStainedGlass.name=Stained Glass Pane
tile.thinStainedGlass.black.name=Black Stained Glass Pane
tile.thinStainedGlass.red.name=Red Stained Glass Pane
tile.thinStainedGlass.green.name=Green Stained Glass Pane
tile.thinStainedGlass.brown.name=Brown Stained Glass Pane
tile.thinStainedGlass.blue.name=Blue Stained Glass Pane
tile.thinStainedGlass.purple.name=Purple Stained Glass Pane
tile.thinStainedGlass.cyan.name=Cyan Stained Glass Pane
tile.thinStainedGlass.silver.name=Light Gray Stained Glass Pane
tile.thinStainedGlass.gray.name=Gray Stained Glass Pane
tile.thinStainedGlass.pink.name=Pink Stained Glass Pane
tile.thinStainedGlass.lime.name=Lime Stained Glass Pane
tile.thinStainedGlass.yellow.name=Yellow Stained Glass Pane
tile.thinStainedGlass.lightBlue.name=Light Blue Stained Glass Pane
tile.thinStainedGlass.magenta.name=Magenta Stained Glass Pane
tile.thinStainedGlass.orange.name=Orange Stained Glass Pane
tile.thinStainedGlass.white.name=White Stained Glass Pane
tile.thinGlass.name=Glass Pane
tile.cloth.name=Wool
tile.flower1.dandelion.name=Dandelion
@@ -505,8 +425,6 @@ tile.woodSlab.oak.name=Oak Wood Slab
tile.woodSlab.spruce.name=Spruce Wood Slab
tile.woodSlab.birch.name=Birch Wood Slab
tile.woodSlab.jungle.name=Jungle Wood Slab
tile.woodSlab.acacia.name=Acacia Wood Slab
tile.woodSlab.big_oak.name=Dark Oak Wood Slab
tile.brick.name=Bricks
tile.tnt.name=TNT
tile.bookshelf.name=Bookshelf
@@ -519,8 +437,6 @@ tile.stairsWood.name=Oak Wood Stairs
tile.stairsWoodSpruce.name=Spruce Wood Stairs
tile.stairsWoodBirch.name=Birch Wood Stairs
tile.stairsWoodJungle.name=Jungle Wood Stairs
tile.stairsWoodAcacia.name=Acacia Wood Stairs
tile.stairsWoodDarkOak.name=Dark Oak Wood Stairs
tile.chest.name=Chest
tile.chestTrap.name=Trapped Chest
tile.redstoneDust.name=Redstone Dust
@@ -787,7 +703,6 @@ item.minecartChest.name=Minecart with Chest
item.minecartFurnace.name=Minecart with Furnace
item.minecartTnt.name=Minecart with TNT
item.minecartHopper.name=Minecart with Hopper
item.minecartCommandBlock.name=Minecart with Command Block
item.egg.name=Egg
item.compass.name=Compass
item.fishingRod.name=Fishing Rod
@@ -800,18 +715,6 @@ item.fish.clownfish.raw.name=Clownfish
item.fish.cod.cooked.name=Cooked Fish
item.fish.salmon.cooked.name=Cooked Salmon
item.record.name=Music Disc
item.record.13.desc=C418 - 13
item.record.cat.desc=C418 - cat
item.record.blocks.desc=C418 - blocks
item.record.chirp.desc=C418 - chirp
item.record.far.desc=C418 - far
item.record.mall.desc=C418 - mall
item.record.mellohi.desc=C418 - mellohi
item.record.stal.desc=C418 - stal
item.record.strad.desc=C418 - strad
item.record.ward.desc=C418 - ward
item.record.11.desc=C418 - 11
item.record.wait.desc=C418 - wait
item.bone.name=Bone
item.dyePowder.black.name=Ink Sac
item.dyePowder.red.name=Rose Red
@@ -1172,8 +1075,6 @@ enchantment.level.10=X
gui.achievements=Achievements
gui.stats=Statistics
stats.tooltip.type.achievement=Achievement
stats.tooltip.type.statistic=Statistic
stat.generalButton=General
stat.blocksButton=Blocks
stat.itemsButton=Items
@@ -1268,8 +1169,6 @@ achievement.snipeSkeleton=Sniper Duel
achievement.snipeSkeleton.desc=Kill a skeleton with an arrow from more than 50 meters
achievement.diamonds=DIAMONDS!
achievement.diamonds.desc=Acquire diamonds with your iron tools
achievement.diamondsToYou=Diamonds to you!
achievement.diamondsToYou.desc=Throw diamonds at another player.
achievement.portal=We Need to Go Deeper
achievement.portal.desc=Build a portal to the Nether
achievement.ghast=Return to Sender
@@ -1309,10 +1208,7 @@ commands.generic.num.tooBig=The number you have entered (%d) is too big, it must
commands.generic.double.tooSmall=The number you have entered (%.2f) is too small, it must be at least %.2f
commands.generic.double.tooBig=The number you have entered (%.2f) is too big, it must be at most %.2f
commands.generic.usage=Usage: %s
commands.generic.deprecatedId=Warning: Using numeric IDs will not be supported in the future. Please use names, such as '%s'
commands.setidletimeout.usage=/setidletimeout <Minutes until kick>
commands.setidletimeout.success=Successfully set the idle timeout to %d minutes.
commands.xp.failure.widthdrawXp=Cannot give player negative experience points
commands.xp.success=Given %d experience to %s
commands.xp.success.levels=Given %d levels to %s
@@ -1426,7 +1322,7 @@ commands.scoreboard.objectives.setdisplay.invalidSlot=No such display slot '%s'
commands.scoreboard.objectives.setdisplay.successCleared=Cleared objective display slot '%s'
commands.scoreboard.objectives.setdisplay.successSet=Set the display objective in slot '%s' to '%s'
commands.scoreboard.objectives.add.usage=/scoreboard objectives add <name> <criteriaType> [display name ...]
commands.scoreboard.objectives.add.wrongType=Invalid objective criteria type '%s'
commands.scoreboard.objectives.add.wrongType=Invalid objective criteria type. Valid types are: %s
commands.scoreboard.objectives.add.alreadyExists=An objective with the name '%s' already exists
commands.scoreboard.objectives.add.tooLong=The name '%s' is too long for an objective, it can be at most %d characters long
commands.scoreboard.objectives.add.displayTooLong=The display name '%s' is too long for an objective, it can be at most %d characters long
@@ -1503,8 +1399,6 @@ commands.difficulty.usage=/difficulty <new difficulty>
commands.difficulty.success=Set game difficulty to %s
commands.spawnpoint.usage=/spawnpoint OR /spawnpoint <player> OR /spawnpoint <player> <x> <y> <z>
commands.spawnpoint.success=Set %s's spawn point to (%d, %d, %d)
commands.setworldspawn.usage=/setworldspawn OR /setworldspawn <x> <y> <z>
commands.setworldspawn.success=Set the world spawn point to (%d, %d, %d)
commands.gamerule.usage=/gamerule <rule name> <value> OR /gamerule <rule name>
commands.gamerule.success=Game rule has been updated
commands.gamerule.norule=No game rule called '%s' is available
@@ -1528,7 +1422,7 @@ commands.spreadplayers.failure.players=Could not spread %s players around %s,%s
commands.achievement.usage=/achievement give <stat_name> [player]
commands.achievement.unknownAchievement=Unknown achievement or statistic '%s'
commands.achievement.give.success.all=Successfully given all achievements to %s
commands.achievement.give.success.one=Successfully given %s the stat %s
commands.achievement.give.success.one=Successfully given %s the stat '%s'
commands.achievement.statTooLow=Player %s does not have the stat %s
itemGroup.buildingBlocks=Building Blocks
@@ -1566,14 +1460,10 @@ mco.terms.title=Realms Terms of Service
mco.terms.sentence.1=I agree to Minecraft Realms
mco.terms.sentence.2=Terms of Service
mco.buy.realms.title=Buy a Realm
mco.buy.realms.buy=I want one!
mco.selectServer.play=Play
mco.selectServer.configure=Configure
mco.selectServer.leave=Leave Realm
mco.selectServer.create=Create Realm
mco.selectServer.buy=Buy Realm
mco.selectServer.moreinfo=More Info
mco.selectServer.expired=Expired Server
@@ -1609,7 +1499,7 @@ mco.configure.world.status=Status
mco.configure.world.subscription.title=Subscription Info
mco.configure.world.subscription.daysleft=Days Left
mco.configure.world.subscription.start=Start Date
mco.configure.world.subscription.extend=Extend Subscription
mco.configure.world.subscription.extend=Extend
mco.create.world.location.title=Locations
mco.create.world.location.warning=You may not get the exact location you select
@@ -1630,15 +1520,9 @@ mco.configure.world.leave.question.line2=Are you sure you want to do that?
mco.configure.world.reset.question.line1=Your realm will be regenerated and your current realm will be lost
mco.configure.world.reset.question.line2=Are you sure you want to do that?
mco.configure.world.restore.question.line1=Your realm will be restored to date
mco.configure.world.restore.question.line1=Your realm will be restored to a previous version
mco.configure.world.restore.question.line2=Are you sure you want to do that?
mco.configure.world.restore.download.question.line1=You will be redirected to your default browser to download your world map.
mco.configure.world.restore.download.question.line2=Do you want to continue?
mco.more.info.question.line1=You will be redirected to your default browser to see the page.
mco.more.info.question.line2=Do you want to continue?
mco.connect.connecting=Connecting to the online server...
mco.connect.authorizing=Logging in...
mco.connect.failed=Failed to connect to the online server
@@ -1662,7 +1546,6 @@ mco.invites.button.accept=Accept
mco.invites.button.reject=Reject
mco.invites.title=Pending Invitations
mco.invites.pending=New invitations!
mco.invites.nopending=No pending invitations!
build.tooHigh=Height limit for building is %s blocks

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "antialias",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,64 +0,0 @@
{
"targets": [
"0",
"1"
],
"passes": [
{
"name": "blobs2",
"intarget": "minecraft:main",
"outtarget": "0"
},
{
"name": "outline_watercolor",
"intarget": "0",
"outtarget": "minecraft:main"
},
{
"name": "blur",
"intarget": "minecraft:main",
"outtarget": "1",
"uniforms": [
{
"name": "BlurDir",
"values": [ 0.8, 0.0 ]
},
{
"name": "Radius",
"values": [ 20.0 ]
}
]
},
{
"name": "blur",
"intarget": "1",
"outtarget": "minecraft:main",
"uniforms": [
{
"name": "BlurDir",
"values": [ 0.0, 0.8 ]
},
{
"name": "Radius",
"values": [ 20.0 ]
}
]
},
{
"name": "outline_combine",
"intarget": "0",
"outtarget": "1",
"auxtargets": [
{
"name": "OutlineSampler",
"id": "minecraft:main"
}
]
},
{
"name": "blit",
"intarget": "1",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "bits",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "blobs",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "blobs2",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,37 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "blur",
"intarget": "minecraft:main",
"outtarget": "swap",
"uniforms": [
{
"name": "BlurDir",
"values": [ 1.0, 0.0 ]
},
{
"name": "Radius",
"values": [ 20.0 ]
}
]
},
{
"name": "blur",
"intarget": "swap",
"outtarget": "minecraft:main",
"uniforms": [
{
"name": "BlurDir",
"values": [ 0.0, 1.0 ]
},
{
"name": "Radius",
"values": [ 20.0 ]
}
]
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "bumpy",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,20 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "color_convolve",
"intarget": "minecraft:main",
"outtarget": "swap",
"uniforms": [
{ "name": "Saturation", "values": [ 1.4 ] }
]
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "deconverge",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,23 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "color_convolve",
"intarget": "minecraft:main",
"outtarget": "swap",
"uniforms": [
{
"name": "Saturation",
"values": [ 0.2 ]
}
]
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "flip",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "fxaa",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,41 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "color_convolve",
"intarget": "minecraft:main",
"outtarget": "swap",
"uniforms": [
{
"name": "RedMatrix",
"values": [ 0.0, 0.0, 0.0 ]
},
{
"name": "GreenMatrix",
"values": [ 0.3, 0.59, 0.11 ]
},
{
"name": "BlueMatrix",
"values": [ 0.0, 0.0, 0.0 ]
}
]
},
{
"name": "bits",
"intarget": "swap",
"outtarget": "minecraft:main"
},
{
"name": "scan_pincushion",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,23 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "invert",
"intarget": "minecraft:main",
"outtarget": "swap",
"uniforms": [
{
"name": "InverseAmount",
"values": [ 0.8 ]
}
]
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,92 +0,0 @@
{
"targets": [
"swap",
"swap2",
"previous"
],
"passes": [
{
"name": "ntsc_encode",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "ntsc_decode",
"intarget": "swap",
"outtarget": "swap2",
"auxtargets": [
{
"name": "BaseSampler",
"id": "minecraft:main"
}
]
},
{
"name": "color_convolve",
"intarget": "swap2",
"outtarget": "swap"
},
{
"name": "deconverge",
"intarget": "swap",
"outtarget": "minecraft:main"
},
{
"name": "blur",
"intarget": "minecraft:main",
"outtarget": "swap",
"uniforms": [
{
"name": "BlurDir",
"values": [ 1.0, 0.0 ]
},
{
"name": "Radius",
"values": [ 10.0 ]
}
]
},
{
"name": "blur",
"intarget": "swap",
"outtarget": "minecraft:main",
"uniforms": [
{
"name": "BlurDir",
"values": [ 0.0, 1.0 ]
},
{
"name": "Radius",
"values": [ 10.0 ]
}
]
},
{
"name": "scan_pincushion",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "phosphor",
"intarget": "swap",
"outtarget": "minecraft:main",
"auxtargets": [
{
"name": "PrevSampler",
"id": "previous"
}
],
"uniforms": [
{
"name": "Phosphor",
"values": [ 0.4, 0.4, 0.4 ]
}
]
},
{
"name": "blit",
"intarget": "minecraft:main",
"outtarget": "previous"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "outline",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "outline_soft",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,35 +0,0 @@
{
"targets": [
"swap",
"previous"
],
"passes": [
{
"name": "phosphor",
"intarget": "minecraft:main",
"outtarget": "swap",
"auxtargets": [
{
"name": "PrevSampler",
"id": "previous"
}
],
"uniforms": [
{
"name": "Phosphor",
"values": [ 0.95, 0.95, 0.95 ]
}
]
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "previous"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "scan_pincushion",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "sobel",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,17 +0,0 @@
{
"targets": [
"swap"
],
"passes": [
{
"name": "wobble",
"intarget": "minecraft:main",
"outtarget": "swap"
},
{
"name": "blit",
"intarget": "swap",
"outtarget": "minecraft:main"
}
]
}

View File

@@ -1,29 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 c = texture2D (DiffuseSampler, texCoord);
vec4 u1 = texture2D (DiffuseSampler, texCoord + vec2 ( 0.0, -oneTexel.y ));
vec4 u2 = texture2D (DiffuseSampler, texCoord + vec2 ( 0.0, -oneTexel.y * 2.0));
vec4 d1 = texture2D (DiffuseSampler, texCoord + vec2 ( 0.0, oneTexel.y ));
vec4 d2 = texture2D (DiffuseSampler, texCoord + vec2 ( 0.0, oneTexel.y * 2.0));
vec4 l1 = texture2D (DiffuseSampler, texCoord + vec2 (-oneTexel.x, 0.0));
vec4 l2 = texture2D (DiffuseSampler, texCoord + vec2 (-oneTexel.x * 2.0, 0.0));
vec4 r1 = texture2D (DiffuseSampler, texCoord + vec2 ( oneTexel.x, 0.0));
vec4 r2 = texture2D (DiffuseSampler, texCoord + vec2 ( oneTexel.x * 2.0, 0.0));
vec4 v1 = mix (c, mix (l1, l2, 0.667), 0.75);
vec4 v2 = mix (c, mix (r1, r2, 0.667), 0.75);
vec4 v3 = mix (c, mix (u1, u2, 0.667), 0.75);
vec4 v4 = mix (c, mix (d1, d2, 0.667), 0.75);
vec4 v5 = mix (v1, v2, 0.5);
vec4 v6 = mix (v3, v4, 0.5);
vec4 color = mix (v5, v6, 0.5);
gl_FragColor = vec4(color.rgb, c.a);
}

View File

@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "blobs",
"fragment": "antialias",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

View File

@@ -1,26 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform float Resolution = 4.0;
uniform float Saturation = 1.5;
uniform float MosaicSize = 8.0;
void main() {
vec2 mosaicInSize = InSize / MosaicSize;
vec2 fractPix = fract(texCoord * mosaicInSize) / mosaicInSize;
vec4 baseTexel = texture2D(DiffuseSampler, texCoord - fractPix);
baseTexel = baseTexel - fract(baseTexel * Resolution) / Resolution;
float luma = dot(baseTexel.rgb, vec3(0.3, 0.59, 0.11));
vec3 chroma = (baseTexel.rgb - luma) * Saturation;
baseTexel = vec4(luma + chroma, baseTexel.a);
gl_FragColor = baseTexel;
}

View File

@@ -1,21 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "bits",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "Resolution", "type": "float", "count": 1, "values": [ 4.0 ] },
{ "name": "Saturation", "type": "float", "count": 1, "values": [ 1.5 ] },
{ "name": "MosaicSize", "type": "float", "count": 1, "values": [ 8.0 ] }
]
}

View File

@@ -1,9 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
void main(){
gl_FragColor = texture2D(DiffuseSampler, texCoord);
}

View File

@@ -1,17 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "blit",
"fragment": "blit",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

View File

@@ -1,16 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 OutSize;
varying vec2 texCoord;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
texCoord = Position.xy / OutSize;
texCoord.y = 1.0 - texCoord.y;
}

View File

@@ -1,43 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 u = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
vec4 d = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
vec4 l = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
vec4 r = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
vec4 v1 = min(l, r);
vec4 v2 = min(u, d);
vec4 v3 = min(v1, v2);
vec4 ul = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, -oneTexel.y));
vec4 dr = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, oneTexel.y));
vec4 dl = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, oneTexel.y));
vec4 ur = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, -oneTexel.y));
vec4 v4 = min(ul, dr);
vec4 v5 = min(ur, dl);
vec4 v6 = min(v4, v5);
vec4 v7 = min(v3, v6);
vec4 uu = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y * 2.0));
vec4 dd = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y * 2.0));
vec4 ll = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x * 2.0, 0.0));
vec4 rr = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x * 2.0, 0.0));
vec4 v8 = min(uu, dd);
vec4 v9 = min(ll, rr);
vec4 v10 = min(v8, v9);
vec4 v11 = min(v7, v10);
vec4 c = texture2D(DiffuseSampler, texCoord);
vec4 color = min(c, v11);
gl_FragColor = vec4(color.rgb, c.a);
}

View File

@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "blobs",
"fragment": "blobs",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

View File

@@ -1,17 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = outPos.xy * 0.5 + 0.5;
}

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@@ -1,30 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform float Radius;
void main(){
vec4 c = texture2D(DiffuseSampler, texCoord);
vec4 maxVal = c;
for(float u = 0.0; u <= Radius; u += 1.0) {
for(float v = 0.0; v <= Radius; v += 1.0) {
float weight = (((sqrt(u * u + v * v) / (Radius)) > 1.0) ? 0.0 : 1.0);
vec4 s0 = texture2D(DiffuseSampler, texCoord + vec2(-u * oneTexel.x, -v * oneTexel.y));
vec4 s1 = texture2D(DiffuseSampler, texCoord + vec2( u * oneTexel.x, v * oneTexel.y));
vec4 s2 = texture2D(DiffuseSampler, texCoord + vec2(-u * oneTexel.x, v * oneTexel.y));
vec4 s3 = texture2D(DiffuseSampler, texCoord + vec2( u * oneTexel.x, -v * oneTexel.y));
vec4 o0 = max(s0, s1);
vec4 o1 = max(s2, s3);
vec4 tempMax = max(o0, o1);
maxVal = mix(maxVal, max(maxVal, tempMax), weight);
}
}
gl_FragColor = vec4(maxVal.rgb, c.a);
}

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@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "blobs",
"fragment": "blobs2",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "Radius", "type": "float", "count": 1, "values": [ 7.0 ] }
]
}

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@@ -1,19 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "phosphor",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" },
{ "name": "CycleSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,23 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec2 BlurDir;
uniform float Radius;
void main() {
vec4 blurred = vec4(0.0);
float totalStrength = 0.0;
for(float r = -Radius; r <= Radius; r += 1.0) {
float strength = abs(1.0 - r / Radius);
strength = strength * strength;
totalStrength = totalStrength + strength;
blurred = blurred + texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir) * strength;
}
gl_FragColor = vec4(blurred.rgb / totalStrength, texture2D(DiffuseSampler, texCoord).a);
}

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@@ -1,20 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "blur",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "BlurDir", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "Radius", "type": "float", "count": 1, "values": [ 5.0 ] }
]
}

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@@ -1,34 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 c = texture2D(DiffuseSampler, texCoord);
vec4 u = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
vec4 d = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
vec4 l = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
vec4 r = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
vec4 nc = normalize(c);
vec4 nu = normalize(u);
vec4 nd = normalize(d);
vec4 nl = normalize(l);
vec4 nr = normalize(r);
float du = dot(nc, nu);
float dd = dot(nc, nd);
float dl = dot(nc, nl);
float dr = dot(nc, nr);
float i = 64.0;
float f = 1.0;
f += (du * i) - (dd * i);
f += (dr * i) - (dl * i);
vec4 color = c * clamp(f, 0.5, 2);
gl_FragColor = vec4(color.rgb, c.a);
}

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@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "bumpy",
"fragment": "bumpy",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,17 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = outPos.xy * 0.5 + 0.5;
}

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@@ -1,36 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec3 Gray = vec3(0.3, 0.59, 0.11);
uniform vec3 RedMatrix = vec3(1.0, 0.0, 0.0);
uniform vec3 GreenMatrix = vec3(0.0, 1.0, 0.0);
uniform vec3 BlueMatrix = vec3(0.0, 0.0, 1.0);
uniform vec3 Offset = vec3(0.0, 0.0, 0.0);
uniform vec3 ColorScale = vec3(1.0, 1.0, 1.0);
uniform float Saturation = 1.8;
void main() {
vec4 InTexel = texture2D(DiffuseSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix);
float BlueValue = dot(InTexel.rgb, BlueMatrix);
vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
// Offset & Scale
OutColor = (OutColor * ColorScale) + Offset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
gl_FragColor = vec4(OutColor, InTexel.a);
}

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@@ -1,25 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "color_convolve",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "Gray", "type": "float", "count": 3, "values": [ 0.3, 0.59, 0.11 ] },
{ "name": "RedMatrix", "type": "float", "count": 3, "values": [ 1.0, 0.0, 0.0 ] },
{ "name": "GreenMatrix", "type": "float", "count": 3, "values": [ 0.0, 1.0, 0.0 ] },
{ "name": "BlueMatrix", "type": "float", "count": 3, "values": [ 0.0, 0.0, 1.0 ] },
{ "name": "Offset", "type": "float", "count": 3, "values": [ 0.0, 0.0, 0.0 ] },
{ "name": "ColorScale", "type": "float", "count": 3, "values": [ 1.0, 1.0, 1.0 ] },
{ "name": "Saturation", "type": "float", "count": 1, "values": [ 1.8 ] }
]
}

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@@ -1,28 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec3 ConvergeX = vec3(-1.0, 0.0, 0.5);
uniform vec3 ConvergeY = vec3( 0.0, -1.0, 0.5);
uniform vec3 RadialConvergeX = vec3(1.0, 1.0, 1.0);
uniform vec3 RadialConvergeY = vec3(1.0, 1.0, 1.0);
void main() {
vec3 CoordX = texCoord.x * RadialConvergeX;
vec3 CoordY = texCoord.y * RadialConvergeY;
CoordX += ConvergeX * oneTexel.x - (RadialConvergeX - 1.0) * 0.5;
CoordY += ConvergeY * oneTexel.y - (RadialConvergeY - 1.0) * 0.5;
float RedValue = texture2D(DiffuseSampler, vec2(CoordX.x, CoordY.x)).r;
float GreenValue = texture2D(DiffuseSampler, vec2(CoordX.y, CoordY.y)).g;
float BlueValue = texture2D(DiffuseSampler, vec2(CoordX.z, CoordY.z)).b;
float AlphaValue = texture2D(DiffuseSampler, texCoord).a;
gl_FragColor = vec4(RedValue, GreenValue, BlueValue, AlphaValue);
}

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@@ -1,22 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "deconverge",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "ConvergeX", "type": "float", "count": 3, "values": [ -4.0, 0.0, 2.0 ] },
{ "name": "ConvergeY", "type": "float", "count": 3, "values": [ 0.0, -4.0, 2.0 ] },
{ "name": "RadialConvergeX", "type": "float", "count": 3, "values": [ 1.0, 1.0, 1.0 ] },
{ "name": "RadialConvergeY", "type": "float", "count": 3, "values": [ 1.0, 1.0, 1.0 ] }
]
}

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@@ -1,17 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
void main() {
vec3 Texel0 = texture2D(DiffuseSampler, texCoord).rgb;
vec3 Texel1 = texture2D(DiffuseSampler, texCoord + vec2(oneTexel.x, 0.0)).rgb;
vec3 Texel2 = texture2D(DiffuseSampler, texCoord + vec2(0.0, oneTexel.y)).rgb;
vec3 Texel3 = texture2D(DiffuseSampler, texCoord + oneTexel).rgb;
gl_FragColor = vec4((Texel0 + Texel1 + Texel2 + Texel3) * 0.25, Texel0.a);
}

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@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "downscale",
"fragment": "downscale",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,19 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = outPos.xy * 0.5 + 0.5;
texCoord.y = 1.0 - texCoord.y;
}

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@@ -1,19 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "flip",
"fragment": "blit",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "ScreenSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,22 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
uniform vec2 ScreenSize;
varying vec2 texCoord;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
vec2 inOutRatio = OutSize / InSize;
vec2 inScreenRatio = ScreenSize / InSize;
texCoord = Position.xy / OutSize;
texCoord.x = texCoord.x * inOutRatio.x;
texCoord.y = texCoord.y * inOutRatio.y;
texCoord.y -= 1.0 - inScreenRatio.y;
}

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@@ -1,84 +0,0 @@
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D DiffuseSampler;
uniform vec2 OutSize;
uniform float VxOffset;
uniform float SpanMax;
uniform float ReduceMul;
varying vec2 texCoord;
varying vec4 posPos;
#define FxaaTex(t, p) texture2D(t, p)
#if __VERSION__ >= 130
#define OffsetVec(a, b) ivec2(a, b)
#define FxaaTexOff(t, p, o, r) textureOffset(t, p, o)
#elif defined(GL_EXT_gpu_shader4)
#define OffsetVec(a, b) ivec2(a, b)
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
#else
#define OffsetVec(a, b) vec2(a, b)
#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r)
#endif
vec3 FxaaPixelShader(
vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
sampler2D tex, // Input texture.
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{
#define FXAA_REDUCE_MIN (1.0/128.0)
//#define FXAA_REDUCE_MUL (1.0/8.0)
//#define FXAA_SPAN_MAX 8.0
vec3 rgbNW = FxaaTex(tex, posPos.zw).xyz;
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz;
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz;
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz;
vec3 rgbM = FxaaTex(tex, posPos.xy).xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * ReduceMul),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2( SpanMax, SpanMax),
max(vec2(-SpanMax, -SpanMax),
dir * rcpDirMin)) * rcpFrame.xy;
vec3 rgbA = (1.0/2.0) * (
FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz +
FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz +
FxaaTex(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
return rgbA;
} else {
return rgbB;
}
}
void main() {
vec4 baseTexel = texture2D(DiffuseSampler, posPos.xy);
gl_FragColor = vec4(FxaaPixelShader(posPos, DiffuseSampler, 1.0 / OutSize), baseTexel.a);
}

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@@ -1,20 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "fxaa",
"fragment": "fxaa",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "SpanMax", "type": "float", "count": 1, "values": [ 8.0 ] },
{ "name": "SubPixelShift", "type": "float", "count": 1, "values": [ 0.25 ] },
{ "name": "ReduceMul", "type": "float", "count": 1, "values": [ 0.125 ] }
]
}

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@@ -1,21 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 OutSize;
uniform float SubPixelShift;
varying vec2 texCoord;
varying vec4 posPos;
void main() {
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
texCoord = Position.xy / OutSize;
texCoord.y = 1.0 - texCoord.y;
posPos.xy = texCoord.xy;
posPos.zw = texCoord.xy - (1.0/OutSize * vec2(0.5 + SubPixelShift));
}

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@@ -1,14 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
uniform float InverseAmount;
void main(){
vec4 diffuseColor = texture2D(DiffuseSampler, texCoord);
vec4 invertColor = 1.0 - diffuseColor;
vec4 outColor = mix(diffuseColor, invertColor, InverseAmount);
gl_FragColor = vec4(outColor.rgb, diffuseColor.a);
}

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@@ -1,19 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "blit",
"fragment": "invert",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "InverseAmount", "type": "float", "count": 1, "values": [ 0.0 ] }
]
}

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@@ -1,20 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
varying vec2 texCoord;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
vec2 sizeRatio = OutSize / InSize;
texCoord = Position.xy / OutSize;
texCoord.x = texCoord.x * sizeRatio.x;
texCoord.y = texCoord.y * sizeRatio.y;
texCoord.y = sizeRatio.y - texCoord.y;
}

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@@ -1,132 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
uniform sampler2D BaseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
const vec4 Zero = vec4(0.0);
const vec4 One = vec4(1.0);
const float Pi = 3.1415926535;
const float Pi2 = 6.283185307;
const vec4 A2 = vec4(1.0);
const vec4 B = vec4(0.5);
const float P = 1.0;
const float CCFrequency = 3.59754545;
const float NotchWidth = 2.0;
const float NotchUpperFrequency = 3.59754545 + NotchWidth;
const float NotchLowerFrequency = 3.59754545 - NotchWidth;
const float YFrequency = 6.0;
const float IFrequency = 1.2;
const float QFrequency = 0.6;
const float ScanTime = 52.6;
const vec3 YIQ2R = vec3(1.0, 0.956, 0.621);
const vec3 YIQ2G = vec3(1.0, -0.272, -0.647);
const vec3 YIQ2B = vec3(1.0, -1.106, 1.703);
const vec4 MinC = vec4(-1.1183);
const vec4 CRange = vec4(3.2366);
const float Pi2Length = Pi2 / 83.0;
const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
const vec4 W = vec4(Pi2 * CCFrequency * ScanTime);
void main() {
vec4 YAccum = Zero;
vec4 IAccum = Zero;
vec4 QAccum = Zero;
float QuadXSize = InSize.x * 4.0;
float TimePerSample = ScanTime / QuadXSize;
// Frequency cutoffs for the individual portions of the signal that we extract.
// Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y.
// Y3 is the center of the frequency response of the Y filter.
// I is the center of the frequency response of the I filter.
// Q is the center of the frequency response of the Q filter.
float Fc_y1 = NotchLowerFrequency * TimePerSample;
float Fc_y2 = NotchUpperFrequency * TimePerSample;
float Fc_y3 = YFrequency * TimePerSample;
float Fc_i = IFrequency * TimePerSample;
float Fc_q = QFrequency * TimePerSample;
float Pi2Fc_y1 = Fc_y1 * Pi2;
float Pi2Fc_y2 = Fc_y2 * Pi2;
float Pi2Fc_y3 = Fc_y3 * Pi2;
float Pi2Fc_i = Fc_i * Pi2;
float Pi2Fc_q = Fc_q * Pi2;
float Fc_y1_2 = Fc_y1 * 2.0;
float Fc_y2_2 = Fc_y2 * 2.0;
float Fc_y3_2 = Fc_y3 * 2.0;
float Fc_i_2 = Fc_i * 2.0;
float Fc_q_2 = Fc_q * 2.0;
vec4 CoordY = vec4(texCoord.y);
vec4 BaseTexel = texture2D(DiffuseSampler, texCoord);
// 83 composite samples wide, 4 composite pixels per texel
for (float n = -41.0; n < 42.0; n += 4.0)
{
vec4 n4 = n + NotchOffset;
vec4 CoordX = texCoord.x + oneTexel.x * n4 * 0.25;
vec2 TexCoord = vec2(CoordX.x, CoordY.y);
vec4 C = texture2D(DiffuseSampler, TexCoord) * CRange + MinC;
vec4 WT = W * (CoordX + A2 * CoordY * InSize.y + B);
vec4 Cosine = 0.54 + 0.46 * cos(Pi2Length * n4);
vec4 SincYIn1 = Pi2Fc_y1 * n4;
vec4 SincYIn2 = Pi2Fc_y2 * n4;
vec4 SincYIn3 = Pi2Fc_y3 * n4;
vec4 SincY1 = sin(SincYIn1) / SincYIn1;
vec4 SincY2 = sin(SincYIn2) / SincYIn2;
vec4 SincY3 = sin(SincYIn3) / SincYIn3;
// These zero-checks could be made more efficient, but we are trying to support
// downlevel GLSL
if(SincYIn1.x == 0.0) SincY1.x = 1.0;
if(SincYIn1.y == 0.0) SincY1.y = 1.0;
if(SincYIn1.z == 0.0) SincY1.z = 1.0;
if(SincYIn1.w == 0.0) SincY1.w = 1.0;
if(SincYIn2.x == 0.0) SincY2.x = 1.0;
if(SincYIn2.y == 0.0) SincY2.y = 1.0;
if(SincYIn2.z == 0.0) SincY2.z = 1.0;
if(SincYIn2.w == 0.0) SincY2.w = 1.0;
if(SincYIn3.x == 0.0) SincY3.x = 1.0;
if(SincYIn3.y == 0.0) SincY3.y = 1.0;
if(SincYIn3.z == 0.0) SincY3.z = 1.0;
if(SincYIn3.w == 0.0) SincY3.w = 1.0;
vec4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
vec4 FilterY = Cosine * IdealY;
vec4 SincIIn = Pi2Fc_i * n4;
vec4 SincI = sin(SincIIn) / SincIIn;
if(SincIIn.x == 0.0) SincI.x = 1.0;
if(SincIIn.y == 0.0) SincI.y = 1.0;
if(SincIIn.z == 0.0) SincI.z = 1.0;
if(SincIIn.w == 0.0) SincI.w = 1.0;
vec4 IdealI = Fc_i_2 * SincI;
vec4 FilterI = Cosine * IdealI;
vec4 SincQIn = Pi2Fc_q * n4;
vec4 SincQ = sin(SincQIn) / SincQIn;
if(SincQIn.x == 0.0) SincQ.x = 1.0;
if(SincQIn.y == 0.0) SincQ.y = 1.0;
if(SincQIn.z == 0.0) SincQ.z = 1.0;
if(SincQIn.w == 0.0) SincQ.w = 1.0;
vec4 IdealQ = Fc_q_2 * SincQ;
vec4 FilterQ = Cosine * IdealQ;
YAccum += C * FilterY;
IAccum += C * cos(WT) * FilterI;
QAccum += C * sin(WT) * FilterQ;
}
float Y = dot(YAccum, One);
float I = dot(IAccum, One) * 2.0;
float Q = dot(QAccum, One) * 2.0;
vec3 YIQ = vec3(Y, I, Q);
vec3 OutRGB = vec3(dot(YIQ, YIQ2R), dot(YIQ, YIQ2G), dot(YIQ, YIQ2B));
gl_FragColor = vec4(OutRGB, BaseTexel.a);
}

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@@ -1,19 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "ntsc_decode",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" },
{ "name": "BaseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,50 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
const float Pi2 = 6.283185307;
const vec4 A2 = vec4(1.0);
const vec4 B = vec4(0.5);
const float P = 1.0;
const float CCFrequency = 3.59754545;
const float ScanTime = 52.6;
const float Pi2ScanTime = Pi2 * ScanTime;
const vec4 YTransform = vec4(0.299, 0.587, 0.114, 0.0);
const vec4 ITransform = vec4(0.595716, -0.274453, -0.321263, 0.0);
const vec4 QTransform = vec4(0.211456, -0.522591, 0.31135, 0.0);
const vec4 MinC = vec4(-1.1183);
const vec4 InvCRange = vec4(1.0 / 3.2366);
void main() {
vec2 InverseP = vec2(P, 0.0) * oneTexel;
// UVs for four linearly-interpolated samples spread 0.25 texels apart
vec2 C0 = texCoord;
vec2 C1 = texCoord + InverseP * 0.25;
vec2 C2 = texCoord + InverseP * 0.50;
vec2 C3 = texCoord + InverseP * 0.75;
vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x);
vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y);
vec4 Texel0 = texture2D(DiffuseSampler, C0);
vec4 Texel1 = texture2D(DiffuseSampler, C1);
vec4 Texel2 = texture2D(DiffuseSampler, C2);
vec4 Texel3 = texture2D(DiffuseSampler, C3);
// Calculate the expected time of the sample.
vec4 T = A2 * Cy * vec4(InSize.y) + B + Cx;
vec4 W = vec4(Pi2ScanTime * CCFrequency);
vec4 TW = T * W;
vec4 Y = vec4(dot(Texel0, YTransform), dot(Texel1, YTransform), dot(Texel2, YTransform), dot(Texel3, YTransform));
vec4 I = vec4(dot(Texel0, ITransform), dot(Texel1, ITransform), dot(Texel2, ITransform), dot(Texel3, ITransform));
vec4 Q = vec4(dot(Texel0, QTransform), dot(Texel1, QTransform), dot(Texel2, QTransform), dot(Texel3, QTransform));
vec4 Encoded = Y + I * cos(TW) + Q * sin(TW);
gl_FragColor = (Encoded - MinC) * InvCRange;
}

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@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "ntsc_encode",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,21 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 center = texture2D(DiffuseSampler, texCoord);
vec4 up = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
vec4 down = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
vec4 left = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
vec4 right = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
vec4 uDiff = center - up;
vec4 dDiff = center - down;
vec4 lDiff = center - left;
vec4 rDiff = center - right;
vec4 sum = uDiff + dDiff + lDiff + rDiff;
vec3 clamped = clamp(center.rgb - sum.rgb, 0.0, 1.0);
gl_FragColor = vec4(clamped, center.a);
}

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@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "outline",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,13 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
uniform sampler2D OutlineSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 diffuseTexel = texture2D(DiffuseSampler, texCoord);
vec4 outlineTexel = texture2D(OutlineSampler, texCoord);
gl_FragColor = vec4(diffuseTexel.rgb + diffuseTexel.rgb * outlineTexel.rgb * vec3(0.75), diffuseTexel.a);
}

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@@ -1,19 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "outline_combine",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" },
{ "name": "OutlineSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,46 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform float LumaRamp;
uniform float LumaLevel;
void main(){
vec4 center = texture2D(DiffuseSampler, texCoord);
vec4 up = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
vec4 up2 = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y) * 2.0);
vec4 down = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
vec4 down2 = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0) * 2.0);
vec4 left = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
vec4 left2 = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0) * 2.0);
vec4 right = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
vec4 right2 = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y) * 2.0);
vec4 uDiff = abs(center - up);
vec4 dDiff = abs(center - down);
vec4 lDiff = abs(center - left);
vec4 rDiff = abs(center - right);
vec4 u2Diff = abs(center - up2);
vec4 d2Diff = abs(center - down2);
vec4 l2Diff = abs(center - left2);
vec4 r2Diff = abs(center - right2);
vec4 sum = uDiff + dDiff + lDiff + rDiff + u2Diff + d2Diff + l2Diff + r2Diff;
vec4 gray = vec4(0.3, 0.59, 0.11, 0.0);
float sumLuma = 1.0 - dot(clamp(sum, 0.0, 1.0), gray);
// Get luminance of center pixel and adjust
float centerLuma = dot(center + (center - pow(center, vec4(LumaRamp))), gray);
// Quantize the luma value
centerLuma = centerLuma - fract(centerLuma * LumaLevel) / LumaLevel;
// Re-scale to full range
centerLuma = centerLuma * (LumaLevel / (LumaLevel - 1.0));
// Blend with outline
centerLuma = centerLuma * sumLuma;
gl_FragColor = vec4(centerLuma, centerLuma, centerLuma, center.a);
}

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@@ -1,20 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "outline_soft",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "LumaRamp", "type": "float", "count": 1, "values": [ 16.0 ] },
{ "name": "LumaLevel", "type": "float", "count": 1, "values": [ 4.0 ] }
]
}

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@@ -1,41 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform float LumaRamp;
void main(){
vec4 center = texture2D(DiffuseSampler, texCoord);
vec4 up = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
vec4 up2 = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y) * 2.0);
vec4 down = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
vec4 down2 = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0) * 2.0);
vec4 left = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
vec4 left2 = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0) * 2.0);
vec4 right = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
vec4 right2 = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y) * 2.0);
vec4 ul = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, -oneTexel.y));
vec4 ur = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, -oneTexel.y));
vec4 bl = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, oneTexel.y));
vec4 br = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, oneTexel.y));
vec4 gray = vec4(0.3, 0.59, 0.11, 0.0);
float uDiff = dot(abs(center - up), gray);
float dDiff = dot(abs(center - down), gray);
float lDiff = dot(abs(center - left), gray);
float rDiff = dot(abs(center - right), gray);
float u2Diff = dot(abs(center - up2), gray);
float d2Diff = dot(abs(center - down2), gray);
float l2Diff = dot(abs(center - left2), gray);
float r2Diff = dot(abs(center - right2), gray);
float ulDiff = dot(abs(center - ul), gray);
float urDiff = dot(abs(center - ur), gray);
float blDiff = dot(abs(center - bl), gray);
float brDiff = dot(abs(center - br), gray);
float sum = uDiff + dDiff + lDiff + rDiff + u2Diff + d2Diff + l2Diff + r2Diff + ulDiff + urDiff + blDiff + brDiff;
float sumLuma = clamp(sum, 0.0, 1.0);
gl_FragColor = vec4(sumLuma, sumLuma, sumLuma, center.a);
}

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@@ -1,19 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "outline_watercolor",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "LumaRamp", "type": "float", "count": 1, "values": [ 16.0 ] }
]
}

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@@ -1,26 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
uniform sampler2D OverlaySampler;
uniform vec2 InSize;
varying vec2 texCoord;
uniform float MosaicSize = 1.0;
uniform vec3 RedMatrix = vec3(1.0, 0.0, 0.0);
uniform vec3 GreenMatrix = vec3(0.0, 1.0, 0.0);
uniform vec3 BlueMatrix = vec3(0.0, 0.0, 1.0);
void main(){
vec2 mosaicInSize = InSize / MosaicSize;
vec2 fractPix = fract(texCoord * mosaicInSize) / mosaicInSize;
vec4 baseTexel = texture2D(DiffuseSampler, texCoord - fractPix);
float red = dot(baseTexel.rgb, RedMatrix);
float green = dot(baseTexel.rgb, GreenMatrix);
float blue = dot(baseTexel.rgb, BlueMatrix);
vec4 overlayTexel = texture2D(OverlaySampler, vec2(texCoord.x, 1.0 - texCoord.y));
gl_FragColor = mix(vec4(red, green, blue, baseTexel.a), overlayTexel, overlayTexel.a);
}

View File

@@ -1,23 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "blit",
"fragment": "overlay",
"attributes": [ "Position" ],
"samplers": [
{ "name": "OverlaySampler" },
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "MosaicSize", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "RedMatrix", "type": "float", "count": 3, "values": [ 1.0, 0.0, 0.0 ] },
{ "name": "GreenMatrix", "type": "float", "count": 3, "values": [ 0.0, 1.0, 1.0 ] },
{ "name": "BlueMatrix", "type": "float", "count": 3, "values": [ 0.0, 0.0, 1.0 ] }
]
}

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@@ -1,19 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
uniform sampler2D PrevSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec3 Phosphor = vec3(0.7, 0.7, 0.7);
uniform float LerpFactor = 1.0;
void main() {
vec4 CurrTexel = texture2D(DiffuseSampler, texCoord);
vec4 PrevTexel = texture2D(PrevSampler, texCoord);
gl_FragColor = vec4(max(PrevTexel.rgb * Phosphor, CurrTexel.rgb), CurrTexel.a);
}

View File

@@ -1,20 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "phosphor",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" },
{ "name": "PrevSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "Phosphor", "type": "float", "count": 3, "values": [ 0.3, 0.3, 0.3 ] }
]
}

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@@ -1,64 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
const vec4 Zero = vec4(0.0);
const vec4 Half = vec4(0.5);
const vec4 One = vec4(1.0);
const vec4 Two = vec4(2.0);
const float Pi = 3.1415926535;
const float PincushionAmount = 0.02;
const float CurvatureAmount = 0.02;
const float ScanlineAmount = 0.8;
const float ScanlineScale = 1.0;
const float ScanlineHeight = 1.0;
const float ScanlineBrightScale = 1.0;
const float ScanlineBrightOffset = 0.0;
const float ScanlineOffset = 0.0;
const vec3 Floor = vec3(0.05, 0.05, 0.05);
const vec3 Power = vec3(0.8, 0.8, 0.8);
void main() {
vec4 InTexel = texture2D(DiffuseSampler, texCoord);
vec2 PinUnitCoord = texCoord * Two.xy - One.xy;
float PincushionR2 = pow(length(PinUnitCoord), 2.0);
vec2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
vec2 ScanCoord = texCoord;
ScanCoord *= One.xy - PincushionAmount * 0.2;
ScanCoord += PincushionAmount * 0.1;
ScanCoord += PincushionCurve;
vec2 CurvatureClipCurve = PinUnitCoord * CurvatureAmount * PincushionR2;
vec2 ScreenClipCoord = texCoord;
ScreenClipCoord -= Half.xy;
ScreenClipCoord *= One.xy - CurvatureAmount * 0.2;
ScreenClipCoord += Half.xy;
ScreenClipCoord += CurvatureClipCurve;
// -- Alpha Clipping --
if (ScanCoord.x < 0.0) discard;
if (ScanCoord.y < 0.0) discard;
if (ScanCoord.x > 1.0) discard;
if (ScanCoord.y > 1.0) discard;
// -- Scanline Simulation --
float InnerSine = ScanCoord.y * InSize.y * ScanlineScale * 0.25;
float ScanBrightMod = sin(InnerSine * Pi + ScanlineOffset * InSize.y * 0.25);
float ScanBrightness = mix(1.0, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0) * 0.5, ScanlineAmount);
vec3 ScanlineTexel = InTexel.rgb * ScanBrightness;
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
ScanlineTexel = Floor + (One.xyz - Floor) * ScanlineTexel;
ScanlineTexel.rgb = pow(ScanlineTexel.rgb, Power);
gl_FragColor = vec4(ScanlineTexel.rgb, InTexel.a);
}

View File

@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "scan_pincushion",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

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@@ -1,20 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 center = texture2D(DiffuseSampler, texCoord);
vec4 left = texture2D(DiffuseSampler, texCoord - vec2(oneTexel.x, 0.0));
vec4 right = texture2D(DiffuseSampler, texCoord + vec2(oneTexel.x, 0.0));
vec4 up = texture2D(DiffuseSampler, texCoord - vec2(0.0, oneTexel.y));
vec4 down = texture2D(DiffuseSampler, texCoord + vec2(0.0, oneTexel.y));
vec4 leftDiff = center - left;
vec4 rightDiff = center - right;
vec4 upDiff = center - up;
vec4 downDiff = center - down;
vec4 total = clamp(leftDiff + rightDiff + upDiff + downDiff, 0.0, 1.0);
gl_FragColor = vec4(total.rgb, center.a);
}

View File

@@ -1,18 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "sobel",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }
]
}

View File

@@ -1,20 +0,0 @@
#version 120
attribute vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = Position.xy / OutSize;
texCoord.y = 1.0 - texCoord.y;
}

View File

@@ -1,58 +0,0 @@
#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform float Time;
uniform vec2 Frequency;
uniform vec2 WobbleAmount;
vec3 hue(float h)
{
float r = abs(h * 6.0 - 3.0) - 1.0;
float g = 2 - abs(h * 6.0 - 2.0);
float b = 2 - abs(h * 6.0 - 4.0);
return clamp(vec3(r,g,b), 0.0, 1.0);
}
vec3 HSVtoRGB(vec3 hsv) {
return ((hue(hsv.x) - 1.0) * hsv.y + 1.0) * hsv.z;
}
vec3 RGBtoHSV(vec3 rgb) {
vec3 hsv = vec3(0.0);
hsv.z = max(rgb.r, max(rgb.g, rgb.b));
float min = min(rgb.r, min(rgb.g, rgb.b));
float c = hsv.z - min;
if (c != 0)
{
hsv.y = c / hsv.z;
vec3 delta = (hsv.z - rgb) / c;
delta.rgb -= delta.brg;
delta.rg += vec2(2.0, 4.0);
if (rgb.r >= hsv.z) {
hsv.x = delta.b;
} else if (rgb.g >= hsv.z) {
hsv.x = delta.r;
} else {
hsv.x = delta.g;
}
hsv.x = fract(hsv.x / 6.0);
}
return hsv;
}
void main() {
float xOffset = sin(texCoord.y * Frequency.x + Time * 3.1415926535 * 2.0) * WobbleAmount.x;
float yOffset = cos(texCoord.x * Frequency.y + Time * 3.1415926535 * 2.0) * WobbleAmount.y;
vec2 offset = vec2(xOffset, yOffset);
vec4 rgb = texture2D(DiffuseSampler, texCoord + offset);
vec3 hsv = RGBtoHSV(rgb.rgb);
hsv.x = fract(hsv.x + Time);
gl_FragColor = vec4(HSVtoRGB(hsv), rgb.a);
}

View File

@@ -1,21 +0,0 @@
{
"blend": {
"func": "add",
"srcrgb": "one",
"dstrgb": "zero"
},
"vertex": "sobel",
"fragment": "wobble",
"attributes": [ "Position" ],
"samplers": [
{ "name": "DiffuseSampler" }
],
"uniforms": [
{ "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": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] },
{ "name": "Time", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "Frequency", "type": "float", "count": 2, "values": [ 512.0, 288.0 ] },
{ "name": "WobbleAmount", "type": "float", "count": 2, "values": [ 0.002, 0.002 ] }
]
}

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@@ -0,0 +1 @@
{"directories":[],"files":["credits.txt","end.txt","splashes.txt"]}

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@@ -317,5 +317,4 @@ Now with extra hugs!
Now java 6!
Woah.
HURNERJSGER?
What's up, Doc?
Now contains 32 random daily cats!
What's up, Doc?

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@@ -0,0 +1 @@
{"directories":["blocks","colormap","entity","environment","font","gui","items","map","misc","models","painting","particle"],"files":[]}

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