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14 changed files with 21 additions and 111 deletions

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@ -1,7 +1,7 @@
# ɅEON 199X # ɅEON 199X
A Minecraft demake shader and my fork of [SlinkousArt's Aeon Shader](https://github.com/slinkousart/aeon), My fork of [SlinkousArt's Aeon Shader](https://github.com/slinkousart/aeon),
aimed at providing a variety of effects in the vein of its parent project. aimed at expanding its concept to other "retro" graphic effects.
## Features ## Features
@ -9,10 +9,8 @@ aimed at providing a variety of effects in the vein of its parent project.
- Depth of Field - Depth of Field
- Dithering - Dithering
- Downscaling - Downscaling
- Horizontal Blur - PSX Vertex Warping
- Screen-Space Vertex Warping - PSX Texture Warping
- Affine Texture Warping
- World Curvature
## Acknowledgements ## Acknowledgements

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@ -1,47 +0,0 @@
#version 120
#define pixelSize // [1 2 4 8 16]
//#define hBlur
varying vec2 texcoord;
uniform sampler2D gcolor;
uniform float viewWidth;
#ifdef hBlur
vec2 neighbor = vec2(1 / viewWidth, 0);
float avg(float l, float c, float r) {
return (l + c + r) / 3;
}
void main() {
vec3 color = texture2D(gcolor, texcoord).rgb;
vec2 left = texcoord - neighbor;
vec2 right = texcoord + neighbor;
vec3 lColor;
if(left.x >= 0)
lColor = texture2D(gcolor, left).rgb;
else
lColor = color;
vec3 rColor;
if(right.x <= viewWidth)
rColor = texture2D(gcolor, right).rgb;
else
rColor = color;
vec3 blurred = vec3(avg(lColor.r, color.r, rColor.r), avg(lColor.g, color.g, rColor.g), avg(lColor.b, color.b, rColor.b));
gl_FragData[0] = vec4(blurred, 1);
}
#else
void main() {
gl_FragData[0] = texture2D(gcolor, texcoord);
}
#endif

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@ -1,3 +0,0 @@
#version 120
#include "/module/empty.vert"

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@ -2,8 +2,6 @@
#define pixelSize 2 // [1 2 4 8 16] #define pixelSize 2 // [1 2 4 8 16]
#define worldCurvature 0 // [0 1 2]
varying vec2 texcoord; varying vec2 texcoord;
varying vec4 color; varying vec4 color;
varying vec2 lmcoord; varying vec2 lmcoord;
@ -28,9 +26,5 @@ void main() {
#ifdef tWarp #ifdef tWarp
texture_warp(); texture_warp();
#endif #endif
#ifndef NON_WORLD
#include "/module/world.vert"
#endif
} }

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@ -1 +0,0 @@
#include "/gbuffers_basic.fsh"

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#define NON_WORLD
#include "/gbuffers_basic.vsh"

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@ -1,6 +1,5 @@
#define tWarp_mod 1.5 #define tWarp_mod 1.5
#define NON_WORLD
#include "/gbuffers_basic.vsh" #include "/gbuffers_basic.vsh"

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@ -1 +0,0 @@
#include "/gbuffers_basic.fsh"

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@ -1,2 +0,0 @@
#define NON_WORLD
#include "/gbuffers_basic.vsh"

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@ -1 +0,0 @@
#include "/gbuffers_basic.fsh"

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@ -1,2 +0,0 @@
#define NON_WORLD
#include "/gbuffers_basic.vsh"

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@ -3,7 +3,6 @@ profile.DEFAULT=Default
profile.AEON=Aeon Upstream profile.AEON=Aeon Upstream
profile.DOS=DOS profile.DOS=DOS
profile.PSX=PSX profile.PSX=PSX
profile.REALITY=Project Reality
profile.VR32=VR32 profile.VR32=VR32
option.pixelSize=Downscaling option.pixelSize=Downscaling
@ -23,13 +22,9 @@ option.hueSteps=Hue Depth
option.satSteps=Saturation Depth option.satSteps=Saturation Depth
option.valSteps=Value Depth option.valSteps=Value Depth
screen.SCREEN=Screen screen.PSX=PSX
screen.CONSOLE=Consoles
screen.PSX=PSX (1994)
option.vWarp=Vertex Warping option.vWarp=Vertex Warping
option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the Playstation option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the PSX
value.vWarp.0=Off value.vWarp.0=Off
value.vWarp.1=Minimal (1x) value.vWarp.1=Minimal (1x)
value.vWarp.2=Low (2x) value.vWarp.2=Low (2x)
@ -38,11 +33,7 @@ value.vWarp.8=High (8x)
value.vWarp.16=Extreme (16x) value.vWarp.16=Extreme (16x)
value.vWarp.32=Silly (32x) value.vWarp.32=Silly (32x)
option.tWarp=Texture Warping option.tWarp=Texture Warping
option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the Playstation option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the PSX
screen.REALITY=Project Reality (1996)
option.hBlur=Horizontal Blur
option.hBlur.comment=Emulates the blur responsible for reducing LCD clarity on the N64
screen.FX=FX screen.FX=FX
option.dof=Depth of Field option.dof=Depth of Field
@ -53,6 +44,8 @@ value.dofRes.0=Static
value.dofRes.1=Dynamic value.dofRes.1=Dynamic
option.worldCurvature=World Curvature option.worldCurvature=World Curvature
value.worldCurvature.0=Off value.worldCurvature.0=Off
value.worldCurvature.1=Cylinder value.worldCurvature.1=Chunk
value.worldCurvature.2=Round value.worldCurvature.2=Cylinder
value.worldCurvature.3=Polyhedron
value.worldCurvature.4=Sphere

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@ -1,8 +0,0 @@
#if worldCurvature == 1
float z = gl_Position.z * gl_Position.z;
gl_Position.y -= z / 256;
#elif worldCurvature == 2
vec2 xz = gl_Position.xz;
gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / 512) / 5;
#endif

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@ -1,32 +1,25 @@
sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
# -- PROFILES -- # -- PROFILES --
profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp
profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp
profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp !hBlur profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp
profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp !hBlur profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp
profile.REALITY=profile.PSX !tWarp hBlur profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp
profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp !hBlur
# -- SCREENS -- # -- SCREENS --
# default # default
screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX] screen=<profile> <empty> pixelSize <empty> [COLOR] [PSX] [FX]
# colors # colors
screen.COLOR.columns=3 screen.COLOR.columns=3
screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSteps valSteps screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSteps valSteps
# screen effects # psx
screen.SCREEN=<empty> screen.PSX=vWarp tWarp
# console effects # fx
screen.CONSOLE.columns=1 screen.FX=dof dofRes
screen.CONSOLE=[PSX] [REALITY]
screen.PSX=vWarp tWarp # playstation
screen.REALITY=hBlur # nintendo 64
# custom effects
screen.FX=dof dofRes worldCurvature
# -- CONDITIONALS -- # -- CONDITIONALS --
gbuffers_hand.enabled=tWarp gbuffers_hand.enabled=tWarp