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
uniform sampler2D InSampler;
in vec2 texCoord;
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform BitsConfig {
float Resolution;
float MosaicSize;
};
out vec4 fragColor;
const float Saturation = 1.5;
void main() {
vec2 oneTexel = 1.0 / InSize;
vec2 mosaicInSize = InSize / MosaicSize;
vec2 fractPix = fract(texCoord * mosaicInSize) / mosaicInSize;
vec4 baseTexel = texture(InSampler, texCoord - fractPix);
vec3 fractTexel = baseTexel.rgb - fract(baseTexel.rgb * Resolution) / Resolution;
float luma = dot(fractTexel, vec3(0.3, 0.59, 0.11));
vec3 chroma = (fractTexel - luma) * Saturation;
baseTexel.rgb = luma + chroma;
baseTexel.a = 1.0;
fragColor = baseTexel;
}

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#version 330
uniform sampler2D InSampler;
layout(std140) uniform BlitConfig {
vec4 ColorModulate;
};
in vec2 texCoord;
out vec4 fragColor;
void main(){
fragColor = texture(InSampler, texCoord) * ColorModulate;
}

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#version 330
#moj_import <minecraft:globals.glsl>
uniform sampler2D InSampler;
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform BlurConfig {
vec2 BlurDir;
float Radius;
};
in vec2 texCoord;
out vec4 fragColor;
// This shader relies on GL_LINEAR sampling to reduce the amount of texture samples in half.
// Instead of sampling each pixel position with a step of 1 we sample between pixels with a step of 2.
// In the end we sample the last pixel with a half weight, since the amount of pixels to sample is always odd (actualRadius * 2 + 1).
void main() {
vec2 oneTexel = 1.0 / InSize;
vec2 sampleStep = oneTexel * BlurDir;
vec4 blurred = vec4(0.0);
float actualRadius = Radius >= 0.5 ? round(Radius) : float(MenuBlurRadius);
for (float a = -actualRadius + 0.5; a <= actualRadius; a += 2.0) {
blurred += texture(InSampler, texCoord + sampleStep * a);
}
blurred += texture(InSampler, texCoord + sampleStep * actualRadius) / 2.0;
fragColor = blurred / (actualRadius + 0.5);
}

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#version 330
uniform sampler2D InSampler;
in vec2 texCoord;
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform ColorConfig {
vec3 RedMatrix;
vec3 GreenMatrix;
vec3 BlueMatrix;
};
const vec3 Gray = vec3(0.3, 0.59, 0.11);
const float Saturation = 1.8;
out vec4 fragColor;
void main() {
vec2 oneTexel = 1.0 / InSize;
vec4 InTexel = texture(InSampler, 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);
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
fragColor = vec4(OutColor, 1.0);
}

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#version 330
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform BlurConfig {
vec2 BlurDir;
float Radius;
};
uniform sampler2D InSampler;
in vec2 texCoord;
out vec4 fragColor;
void main() {
vec2 oneTexel = 1.0 / InSize;
vec2 sampleStep = oneTexel * BlurDir;
vec4 blurred = vec4(0.0);
float radius = 2.0;
for (float a = -radius + 0.5; a <= radius; a += 2.0) {
blurred += texture(InSampler, texCoord + sampleStep * a);
}
blurred += texture(InSampler, texCoord + sampleStep * radius) / 2.0;
fragColor = vec4((blurred / (radius + 0.5)).rgb, blurred.a);
}

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#version 330
uniform sampler2D InSampler;
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
in vec2 texCoord;
out vec4 fragColor;
void main(){
vec2 oneTexel = 1.0 / InSize;
vec4 center = texture(InSampler, texCoord);
vec4 left = texture(InSampler, texCoord - vec2(oneTexel.x, 0.0));
vec4 right = texture(InSampler, texCoord + vec2(oneTexel.x, 0.0));
vec4 up = texture(InSampler, texCoord - vec2(0.0, oneTexel.y));
vec4 down = texture(InSampler, texCoord + vec2(0.0, oneTexel.y));
float leftDiff = abs(center.a - left.a);
float rightDiff = abs(center.a - right.a);
float upDiff = abs(center.a - up.a);
float downDiff = abs(center.a - down.a);
float total = clamp(leftDiff + rightDiff + upDiff + downDiff, 0.0, 1.0);
vec3 outColor = center.rgb * center.a + left.rgb * left.a + right.rgb * right.a + up.rgb * up.a + down.rgb * down.a;
fragColor = vec4(outColor * 0.2, total);
}

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#version 330
uniform sampler2D InSampler;
in vec2 texCoord;
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform InvertConfig {
float InverseAmount;
};
out vec4 fragColor;
void main(){
vec2 sizeRatio = OutSize / InSize;
vec4 diffuseColor = texture(InSampler, texCoord);
vec4 invertColor = 1.0 - diffuseColor;
vec4 outColor = mix(diffuseColor, invertColor, InverseAmount);
fragColor = vec4(outColor.rgb, 1.0);
}

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#version 330
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform RotScaleConfig {
vec2 InScale;
vec2 InOffset;
float InRotation;
};
out vec2 texCoord;
out vec2 scaledCoord;
void main(){
vec2 uv = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
vec4 pos = vec4(uv * vec2(2, 2) + vec2(-1, -1), 0, 1);
gl_Position = pos;
texCoord = uv;
float Deg2Rad = 0.0174532925;
float InRadians = InRotation * Deg2Rad;
float Cosine = cos(InRadians);
float Sine = sin(InRadians);
float RotU = texCoord.x * Cosine - texCoord.y * Sine;
float RotV = texCoord.y * Cosine + texCoord.x * Sine;
scaledCoord = vec2(RotU, RotV) * InScale + InOffset;
}

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#version 330
uniform sampler2D InSampler;
uniform sampler2D BlurSampler;
in vec2 texCoord;
in vec2 scaledCoord;
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform SpiderConfig {
vec4 Scissor;
vec4 Vignette;
};
out vec4 fragColor;
void main() {
vec4 ScaledTexel = texture(InSampler, scaledCoord);
vec4 BlurTexel = texture(BlurSampler, texCoord);
vec4 OutTexel = ScaledTexel;
// -- Alpha Clipping --
if (scaledCoord.x < Scissor.x) OutTexel = BlurTexel;
if (scaledCoord.y < Scissor.y) OutTexel = BlurTexel;
if (scaledCoord.x > Scissor.z) OutTexel = BlurTexel;
if (scaledCoord.y > Scissor.w) OutTexel = BlurTexel;
clamp(scaledCoord, 0.0, 1.0);
if (scaledCoord.x < Vignette.x) OutTexel = mix(BlurTexel, OutTexel, (Scissor.x - scaledCoord.x) / (Scissor.x - Vignette.x));
if (scaledCoord.y < Vignette.y) OutTexel = mix(BlurTexel, OutTexel, (Scissor.y - scaledCoord.y) / (Scissor.y - Vignette.y));
if (scaledCoord.x > Vignette.z) OutTexel = mix(BlurTexel, OutTexel, (Scissor.z - scaledCoord.x) / (Scissor.z - Vignette.z));
if (scaledCoord.y > Vignette.w) OutTexel = mix(BlurTexel, OutTexel, (Scissor.w - scaledCoord.y) / (Scissor.w - Vignette.w));
fragColor = vec4(OutTexel.rgb, 1.0);
}

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#version 330
uniform sampler2D MainSampler;
uniform sampler2D MainDepthSampler;
uniform sampler2D TranslucentSampler;
uniform sampler2D TranslucentDepthSampler;
uniform sampler2D ItemEntitySampler;
uniform sampler2D ItemEntityDepthSampler;
uniform sampler2D ParticlesSampler;
uniform sampler2D ParticlesDepthSampler;
uniform sampler2D WeatherSampler;
uniform sampler2D WeatherDepthSampler;
uniform sampler2D CloudsSampler;
uniform sampler2D CloudsDepthSampler;
in vec2 texCoord;
vec4 color_layers[6] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
float depth_layers[6] = float[](0, 0, 0, 0, 0, 0);
int active_layers = 0;
out vec4 fragColor;
void try_insert(vec4 color, float depth) {
if (color.a == 0.0) {
return;
}
color_layers[active_layers] = color;
depth_layers[active_layers] = depth;
int jj = active_layers++;
int ii = jj - 1;
while (jj > 0 && depth_layers[jj] < depth_layers[ii]) {
float depthTemp = depth_layers[ii];
depth_layers[ii] = depth_layers[jj];
depth_layers[jj] = depthTemp;
vec4 colorTemp = color_layers[ii];
color_layers[ii] = color_layers[jj];
color_layers[jj] = colorTemp;
jj = ii--;
}
}
vec3 blend(vec3 dst, vec4 src) {
return (dst * (1.0 - src.a)) + src.rgb;
}
void main() {
color_layers[0] = vec4(texture(MainSampler, texCoord).rgb, 1.0);
depth_layers[0] = texture(MainDepthSampler, texCoord).r;
active_layers = 1;
try_insert(texture(TranslucentSampler, texCoord), texture(TranslucentDepthSampler, texCoord).r);
try_insert(texture(ItemEntitySampler, texCoord), texture(ItemEntityDepthSampler, texCoord).r);
try_insert(texture(ParticlesSampler, texCoord), texture(ParticlesDepthSampler, texCoord).r);
try_insert(texture(WeatherSampler, texCoord), texture(WeatherDepthSampler, texCoord).r);
try_insert(texture(CloudsSampler, texCoord), texture(CloudsDepthSampler, texCoord).r);
vec3 texelAccum = color_layers[0].rgb;
for (int ii = 1; ii < active_layers; ++ii) {
texelAccum = blend(texelAccum, color_layers[ii]);
}
fragColor = vec4(texelAccum.rgb, 1.0);
}