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4 changed files with 24 additions and 16 deletions
10
shaders/gbuffers_damagedblock.fsh
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10
shaders/gbuffers_damagedblock.fsh
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@ -0,0 +1,10 @@
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#version 120
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varying vec2 texcoord;
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uniform sampler2D texture;
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void main() {
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gl_FragData[0] = texture2D(texture, texcoord);
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}
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3
shaders/gbuffers_damagedblock.vsh
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3
shaders/gbuffers_damagedblock.vsh
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@ -0,0 +1,3 @@
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#include "/gbuffers_basic.vsh"
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@ -8,21 +8,16 @@ float avg(float l, float c, float r) {
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vec3 hblur() {
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vec3 hblur() {
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vec3 center = texture2D(gcolor, texcoord).rgb;
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vec3 center = texture2D(gcolor, texcoord).rgb;
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vec2 leftPos = texcoord - neighborOffset;
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vec3 sum = vec3(0);
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vec2 rightPos = texcoord + neighborOffset;
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int count = 0;
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for(int x = -2; x < 2; x++) {
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vec3 left;
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vec2 pos = texcoord - (neighborOffset * x);
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if(leftPos.x >= 0)
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if(pos.x >= 0 && pos.x < viewWidth) {
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left = texture2D(gcolor, leftPos).rgb;
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sum += texture2D(gcolor, pos).rgb;
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else
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count++;
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left = center;
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}
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}
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vec3 right;
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if(rightPos.x >= 0)
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return sum / count;
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right = texture2D(gcolor, rightPos).rgb;
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else
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right = center;
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return vec3(avg(left.r, center.r, right.r), avg(left.g, center.g, right.g), avg(left.b, center.b, right.b));
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}
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}
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@ -19,7 +19,7 @@ screen.COLOR.columns=3
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
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# screen effects
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# screen effects
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screen.SCREEN=signal wire <empty> <empty> interlacing scanline <empty> <empty> aberration
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screen.SCREEN=signal wire interlacing scanline <empty> <empty> aberration
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# console effects
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# console effects
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screen.CONSOLE.columns=1
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screen.CONSOLE.columns=1
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