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https://github.com/Creators-of-Create/Create.git
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Code sanity
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parent
f12d9452b4
commit
45b1412837
2 changed files with 31 additions and 40 deletions
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@ -83,9 +83,6 @@ public class EffectsHandler {
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GL20.glDepthRange(getNearPlane(), getFarPlane());
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GL20.glDepthRange(getNearPlane(), getFarPlane());
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// float[] floats = new float[2];
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// GL20.glGetFloatv(GL20.GL_DEPTH_RANGE, floats);
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prepFramebufferSize();
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prepFramebufferSize();
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Framebuffer mainBuffer = Minecraft.getInstance().getFramebuffer();
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Framebuffer mainBuffer = Minecraft.getInstance().getFramebuffer();
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@ -112,36 +109,19 @@ public class EffectsHandler {
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program.bindInverseView(inverseView);
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program.bindInverseView(inverseView);
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Vector3d pos1 = new Vector3d(330, 0, 110);
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Vector3d pos1 = new Vector3d(330, 0, 110);
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// Vector3d pos1 = new Vector3d(852, 79, -204);
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// Vector3d pos2 = new Vector3d(858, 95, -260);
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// Vector3d pos3 = new Vector3d(906, 84, -207);
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Vector3d cameraPos = gameRenderer.getActiveRenderInfo().getProjectedView();
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Vector3d cameraPos = gameRenderer.getActiveRenderInfo().getProjectedView();
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program.setTestParam((float) (Math.E - 0.99));
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program.setTestParam((float) (Math.E - 0.99));
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program.setCameraPos(cameraPos.inverse());
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program.setCameraPos(cameraPos.inverse());
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for (int i = 0; i < 16; i++) {
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for (int i = 0; i < 16; i++) {
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double angle = (Math.PI * AnimationTickHolder.getRenderTime() / 40) + i * Math.PI / 4;
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program.addSphere(new SphereFilterProgram.FilterSphere()
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program.addSphere(new SphereFilterProgram.FilterSphere()
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.setCenter(pos1.subtract(cameraPos).add(0, 0, i * 30))
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.setCenter(pos1.subtract(cameraPos).add(0, 0, i * 10))
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.setRadius(15)
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.setRadius(15)
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.setFeather(0.5f)
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.setFeather(0f)
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.setFilter(ColorMatrices.hueShift((float) i / 16 * 360 + AnimationTickHolder.getRenderTime())));
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.setFilter(ColorMatrices.hueShift((float) i / 16 * 360 + AnimationTickHolder.getRenderTime())));
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}
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}
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// program.addSphere(new SphereFilterProgram.FilterSphere()
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// .setCenter(pos2.subtract(cameraPos))
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// .setRadius(50)
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// .setFeather(0.5f)
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// .setFilter(ColorMatrices.sepia(1)));
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//
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// program.addSphere(new SphereFilterProgram.FilterSphere()
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// .setCenter(pos3.subtract(cameraPos))
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// .setRadius(20)
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// .setFeather(3f)
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// .setFilter(ColorMatrices.saturate(4)));
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program.uploadFilters();
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program.uploadFilters();
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program.setFarPlane(getFarPlane());
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program.setFarPlane(getFarPlane());
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@ -1,5 +1,7 @@
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#version 140
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#version 140
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#define LC 1.7282818// e - 0.99
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#flwinclude <"create:core/color.glsl">
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#flwinclude <"create:core/color.glsl">
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in vec2 ScreenCoord;
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in vec2 ScreenCoord;
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@ -34,7 +36,7 @@ layout (std140) uniform Filters {
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float linearizeDepth(float d, float zNear, float zFar) {
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float linearizeDepth(float d, float zNear, float zFar) {
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float clipZ = 2.0 * d - 1.0;
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float clipZ = 2.0 * d - 1.0;
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float linearized = zNear * zFar / (zFar + zNear - clipZ * (zFar - zNear));
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float linearized = zNear * zFar / (zFar + zNear - clipZ * (zFar - zNear));
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return testParam * linearized;
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return LC * linearized;
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}
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}
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vec4 filterColor(mat4 colorOp, vec4 frag) {
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vec4 filterColor(mat4 colorOp, vec4 frag) {
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@ -54,26 +56,35 @@ float getDepth() {
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return depth;
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return depth;
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}
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}
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void main() {
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vec4 applyFilters(vec3 worldPos, vec4 diffuse) {
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float depth = getDepth();
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vec4 accum = diffuse;
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vec3 worldPos = WorldDir * depth - uCameraPos;
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vec4 diffuse = texture2D(uColor, ScreenCoord);
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for (int i = 0; i < uCount; i++) {
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//
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SphereFilter s = uSpheres[i];
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// for (int i = 0; i < uCount; i++) {
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// SphereFilter s = uSpheres[i];
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//
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// float distance = distance(s.sphere.xyz, worldPos);
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// float strength = 1 - smoothstep(s.sphere.w - s.feather, s.sphere.w + s.feather, distance);
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//
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// accum = mix(accum, filterColor(s.colorOp, accum), strength);
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// }
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//
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// Color = accum;
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vec3 fractionalCoords = fract(worldPos);
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float distance = distance(s.sphere.xyz, worldPos);
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float strength = 1 - smoothstep(s.sphere.w - s.feather, s.sphere.w + s.feather, distance);
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accum = mix(accum, filterColor(s.colorOp, diffuse), strength);
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}
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return accum;
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}
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vec4 debugGrid(vec3 worldPos, vec4 diffuse) {
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vec3 fractionalCoords = fract(worldPos - uCameraPos);
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vec3 isBonudary = step(15./16., fractionalCoords);
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vec3 isBonudary = step(15./16., fractionalCoords);
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Color = vec4(mix(diffuse.rgb, fractionalCoords, isBonudary), 1.);
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return vec4(mix(diffuse.rgb, fractionalCoords, isBonudary), 1.);
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}
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void main() {
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float depth = getDepth();
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vec3 worldPos = WorldDir * depth;
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vec4 diffuse = texture2D(uColor, ScreenCoord);
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//Color = applyFilters(worldPos, diffuse);
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Color = debugGrid(worldPos, diffuse);
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}
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}
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