revert to vanilla assets

This commit is contained in:
2026-07-09 21:14:29 -04:00
parent 826e8967a2
commit 223b733bdc
2126 changed files with 38030 additions and 3856 deletions

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#version 330
layout(std140) uniform SpriteAnimationInfo {
mat4 ProjectionMatrix;
mat4 SpriteMatrix;
float UPadding;
float VPadding;
int MipMapLevel;
};

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#version 330
layout(std140) uniform ChunkSection {
mat4 ModelViewMat;
float ChunkVisibility;
ivec2 TextureSize;
ivec3 ChunkPosition;
};

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#version 330
layout(std140) uniform DynamicTransforms {
mat4 ModelViewMat;
vec4 ColorModulator;
vec3 ModelOffset;
mat4 TextureMat;
};

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#version 330
layout(std140) uniform Fog {
vec4 FogColor;
float FogEnvironmentalStart;
float FogEnvironmentalEnd;
float FogRenderDistanceStart;
float FogRenderDistanceEnd;
float FogSkyEnd;
float FogCloudsEnd;
};
float linear_fog_value(float vertexDistance, float fogStart, float fogEnd) {
if (vertexDistance <= fogStart) {
return 0.0;
} else if (vertexDistance >= fogEnd) {
return 1.0;
}
return (vertexDistance - fogStart) / (fogEnd - fogStart);
}
float total_fog_value(float sphericalVertexDistance, float cylindricalVertexDistance, float environmentalStart, float environmantalEnd, float renderDistanceStart, float renderDistanceEnd) {
return max(linear_fog_value(sphericalVertexDistance, environmentalStart, environmantalEnd), linear_fog_value(cylindricalVertexDistance, renderDistanceStart, renderDistanceEnd));
}
vec4 apply_fog(vec4 inColor, float sphericalVertexDistance, float cylindricalVertexDistance, float environmentalStart, float environmantalEnd, float renderDistanceStart, float renderDistanceEnd, vec4 fogColor) {
float fogValue = total_fog_value(sphericalVertexDistance, cylindricalVertexDistance, environmentalStart, environmantalEnd, renderDistanceStart, renderDistanceEnd);
return vec4(mix(inColor.rgb, fogColor.rgb, fogValue * fogColor.a), inColor.a);
}
float fog_spherical_distance(vec3 pos) {
return length(pos);
}
float fog_cylindrical_distance(vec3 pos) {
float distXZ = length(pos.xz);
float distY = abs(pos.y);
return max(distXZ, distY);
}

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#version 330
layout(std140) uniform Globals {
ivec3 CameraBlockPos;
vec3 CameraOffset;
vec2 ScreenSize;
float GlintAlpha;
float GameTime;
int MenuBlurRadius;
int UseRgss;
};

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#version 330
#define MINECRAFT_LIGHT_POWER (0.6)
#define MINECRAFT_AMBIENT_LIGHT (0.4)
layout(std140) uniform Lighting {
vec3 Light0_Direction;
vec3 Light1_Direction;
};
vec2 minecraft_compute_light(vec3 lightDir0, vec3 lightDir1, vec3 normal) {
return vec2(dot(lightDir0, normal), dot(lightDir1, normal));
}
vec4 minecraft_mix_light_separate(vec2 light, vec4 color) {
vec2 lightValue = max(vec2(0.0), light);
float lightAccum = min(1.0, (lightValue.x + lightValue.y) * MINECRAFT_LIGHT_POWER + MINECRAFT_AMBIENT_LIGHT);
return vec4(color.rgb * lightAccum, color.a);
}
vec4 minecraft_mix_light(vec3 lightDir0, vec3 lightDir1, vec3 normal, vec4 color) {
vec2 light = minecraft_compute_light(lightDir0, lightDir1, normal);
return minecraft_mix_light_separate(light, color);
}

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#version 330
mat2 mat2_rotate_z(float radians) {
return mat2(
cos(radians), -sin(radians),
sin(radians), cos(radians)
);
}

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#version 330
layout(std140) uniform Projection {
mat4 ProjMat;
};
vec4 projection_from_position(vec4 position) {
vec4 projection = position * 0.5;
projection.xy = vec2(projection.x + projection.w, projection.y + projection.w);
projection.zw = position.zw;
return projection;
}

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#version 330
vec4 sample_lightmap(sampler2D lightMap, ivec2 uv) {
return texture(lightMap, clamp((uv / 256.0) + 0.5 / 16.0, vec2(0.5 / 16.0), vec2(15.5 / 16.0)));
}