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14 changed files with 21 additions and 111 deletions
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README.md
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README.md
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@ -1,7 +1,7 @@
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# ɅEON 199X
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A Minecraft demake shader and my fork of [SlinkousArt's Aeon Shader](https://github.com/slinkousart/aeon),
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aimed at providing a variety of effects in the vein of its parent project.
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My fork of [SlinkousArt's Aeon Shader](https://github.com/slinkousart/aeon),
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aimed at expanding its concept to other "retro" graphic effects.
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## Features
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@ -9,10 +9,8 @@ aimed at providing a variety of effects in the vein of its parent project.
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- Depth of Field
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- Dithering
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- Downscaling
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- Horizontal Blur
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- Screen-Space Vertex Warping
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- Affine Texture Warping
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- World Curvature
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- PSX Vertex Warping
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- PSX Texture Warping
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## Acknowledgements
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@ -1,47 +0,0 @@
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#version 120
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#define pixelSize // [1 2 4 8 16]
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//#define hBlur
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varying vec2 texcoord;
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uniform sampler2D gcolor;
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uniform float viewWidth;
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#ifdef hBlur
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vec2 neighbor = vec2(1 / viewWidth, 0);
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float avg(float l, float c, float r) {
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return (l + c + r) / 3;
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}
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void main() {
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vec3 color = texture2D(gcolor, texcoord).rgb;
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vec2 left = texcoord - neighbor;
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vec2 right = texcoord + neighbor;
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vec3 lColor;
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if(left.x >= 0)
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lColor = texture2D(gcolor, left).rgb;
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else
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lColor = color;
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vec3 rColor;
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if(right.x <= viewWidth)
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rColor = texture2D(gcolor, right).rgb;
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else
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rColor = color;
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vec3 blurred = vec3(avg(lColor.r, color.r, rColor.r), avg(lColor.g, color.g, rColor.g), avg(lColor.b, color.b, rColor.b));
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gl_FragData[0] = vec4(blurred, 1);
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}
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#else
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void main() {
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gl_FragData[0] = texture2D(gcolor, texcoord);
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}
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#endif
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#version 120
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#include "/module/empty.vert"
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#define pixelSize 2 // [1 2 4 8 16]
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#define worldCurvature 0 // [0 1 2]
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varying vec2 texcoord;
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varying vec4 color;
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varying vec2 lmcoord;
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#ifdef tWarp
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texture_warp();
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#endif
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#ifndef NON_WORLD
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#include "/module/world.vert"
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#endif
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}
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#include "/gbuffers_basic.fsh"
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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#define tWarp_mod 1.5
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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#include "/gbuffers_basic.fsh"
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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#include "/gbuffers_basic.fsh"
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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@ -3,7 +3,6 @@ profile.DEFAULT=Default
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profile.AEON=Aeon Upstream
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profile.DOS=DOS
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profile.PSX=PSX
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profile.REALITY=Project Reality
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profile.VR32=VR32
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option.pixelSize=Downscaling
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option.satSteps=Saturation Depth
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option.valSteps=Value Depth
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screen.SCREEN=Screen
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screen.CONSOLE=Consoles
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screen.PSX=PSX (1994)
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screen.PSX=PSX
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option.vWarp=Vertex Warping
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option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the Playstation
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option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the PSX
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value.vWarp.0=Off
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value.vWarp.1=Minimal (1x)
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value.vWarp.2=Low (2x)
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value.vWarp.16=Extreme (16x)
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value.vWarp.32=Silly (32x)
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option.tWarp=Texture Warping
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option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the Playstation
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screen.REALITY=Project Reality (1996)
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option.hBlur=Horizontal Blur
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option.hBlur.comment=Emulates the blur responsible for reducing LCD clarity on the N64
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option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the PSX
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screen.FX=FX
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option.dof=Depth of Field
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value.dofRes.1=Dynamic
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option.worldCurvature=World Curvature
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value.worldCurvature.0=Off
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value.worldCurvature.1=Cylinder
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value.worldCurvature.2=Round
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value.worldCurvature.1=Chunk
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value.worldCurvature.2=Cylinder
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value.worldCurvature.3=Polyhedron
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value.worldCurvature.4=Sphere
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#if worldCurvature == 1
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float z = gl_Position.z * gl_Position.z;
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gl_Position.y -= z / 256;
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#elif worldCurvature == 2
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vec2 xz = gl_Position.xz;
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gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / 512) / 5;
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#endif
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
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# -- PROFILES --
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profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
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profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
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profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp !hBlur
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profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp !hBlur
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profile.REALITY=profile.PSX !tWarp hBlur
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profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp !hBlur
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profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp
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profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp
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profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp
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profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp
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profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp
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# -- SCREENS --
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# default
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screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
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screen=<profile> <empty> pixelSize <empty> [COLOR] [PSX] [FX]
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# colors
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screen.COLOR.columns=3
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screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSteps valSteps
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# screen effects
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screen.SCREEN=<empty>
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# psx
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screen.PSX=vWarp tWarp
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# console effects
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screen.CONSOLE.columns=1
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screen.CONSOLE=[PSX] [REALITY]
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screen.PSX=vWarp tWarp # playstation
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screen.REALITY=hBlur # nintendo 64
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# custom effects
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screen.FX=dof dofRes worldCurvature
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# fx
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screen.FX=dof dofRes
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# -- CONDITIONALS --
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gbuffers_hand.enabled=tWarp
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