Commit graph

58 commits

Author SHA1 Message Date
JozsefA
45b1412837 Code sanity 2021-04-15 13:28:23 -07:00
JozsefA
f12d9452b4 Shader debugging: scaling the world
In the linearizeDepth function in area_effect.frag, I was multiplying by 2, but the scaling of the world was off. The number I found that works best is e - 0.99, and I have no idea why.
2021-04-15 12:46:54 -07:00
JozsefA
7988fb69a7 Color matrices and many effect spheres 2021-04-13 23:52:52 -07:00
JozsefA
db7913d91b It all works, needs some cleanup 2021-04-12 16:00:13 -07:00
JozsefA
08b2c498e6 Add basic blocks and TEs for the chromatic projector 2021-04-09 16:16:25 -07:00
JozsefA
1310b88828 Lieutenant Scatterbrain II.
- Swich to tabs. (not everything is tabs yet)
 - Refactor light and color attributes to their own Enum.
 - Quaternion/pivot/position attribute shader.
 - Always update an instance when the WorldRenderer checks if it should rerender a block.
 - Simplify some names.
 - Remove generics in InstanceData classes.
 - Deployer Tiles now use the oriented material.
 - Press heads now correctly orient themselves.
 - ModelData buffers things faster and is simpler.
2021-03-22 20:20:52 -07:00
JozsefA
3d0898c59b Smooth harvesters, step sounds v1. 2021-03-20 13:16:20 -07:00
JozsefA
b7ec884b9c Includes, quaternions, and frames.
- Shaders can now reference other files with #flwinclude <"...">.
 - Shaders are now located in assets/flywheel/shaders.
 - Include paths are namespaced (a la ResourceLocation) and relative to the flywheel shaders root folder.
 - Optimized glsl rotations using quaternions (when applicable) and vectorized matrix construction.
 - Vectorize diffuse lighting calculations.
 - Micro optimization in SmartTileEntity.java
2021-03-18 14:36:37 -07:00