Compile resources
2
CompileEPK.bat
Normal file
|
@ -0,0 +1,2 @@
|
||||||
|
@echo off
|
||||||
|
java -jar jars/CompilePackage.jar "resources/" "js/resources.mc"
|
2
CompileEPK.sh
Normal file
|
@ -0,0 +1,2 @@
|
||||||
|
#!/bin/sh
|
||||||
|
java -jar jars/CompilePackage.jar "resources/" "js/resources.mc"
|
BIN
jars/CompilePackage.jar
Normal file
1
js/app.js.map
Normal file
16
js/index.html
Normal file
|
@ -0,0 +1,16 @@
|
||||||
|
<!DOCTYPE html>
|
||||||
|
<html>
|
||||||
|
<head>
|
||||||
|
<title>Alpha v1.2.6</title>
|
||||||
|
<meta http-equiv="Content-Type" content="text/html;charset=utf-8">
|
||||||
|
<script type="text/javascript" charset="utf-8" src="app.js"></script>
|
||||||
|
<script type = text/javascript>
|
||||||
|
window.addEventListener("load", function() {
|
||||||
|
window.classicConfig = ["game","resources.mc"];
|
||||||
|
main();
|
||||||
|
});
|
||||||
|
</script>
|
||||||
|
</head>
|
||||||
|
<body style="margin:0px;width:100vw;height:100vh;" id="game">
|
||||||
|
</body>
|
||||||
|
</html>
|
BIN
js/resources.mc
Normal file
1776
resources/META-INF/MANIFEST.MF
Normal file
BIN
resources/META-INF/MOJANG_C.DSA
Normal file
1778
resources/META-INF/MOJANG_C.SF
Normal file
BIN
resources/armor/chain_1.png
Normal file
After Width: | Height: | Size: 964 B |
BIN
resources/armor/chain_2.png
Normal file
After Width: | Height: | Size: 523 B |
BIN
resources/armor/cloth_1.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
resources/armor/cloth_2.png
Normal file
After Width: | Height: | Size: 710 B |
BIN
resources/armor/diamond_1.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
resources/armor/diamond_2.png
Normal file
After Width: | Height: | Size: 724 B |
BIN
resources/armor/gold_1.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
resources/armor/gold_2.png
Normal file
After Width: | Height: | Size: 708 B |
BIN
resources/armor/iron_1.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
resources/armor/iron_2.png
Normal file
After Width: | Height: | Size: 686 B |
BIN
resources/art/kz.png
Normal file
After Width: | Height: | Size: 69 KiB |
BIN
resources/environment/clouds.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
resources/environment/rain.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
resources/environment/snow.png
Normal file
After Width: | Height: | Size: 818 B |
BIN
resources/font/default.png
Normal file
After Width: | Height: | Size: 3.6 KiB |
144
resources/glsl/core.glsl
Normal file
|
@ -0,0 +1,144 @@
|
||||||
|
|
||||||
|
// eaglercraft opengl 1.3 emulation
|
||||||
|
// copyright (c) 2020 calder young
|
||||||
|
// creative commons BY-NC 4.0
|
||||||
|
|
||||||
|
#line 7
|
||||||
|
|
||||||
|
precision highp int;
|
||||||
|
precision highp sampler2D;
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
uniform mat4 matrix_m;
|
||||||
|
uniform mat4 matrix_p;
|
||||||
|
uniform mat4 matrix_t;
|
||||||
|
|
||||||
|
#ifdef CC_VERT
|
||||||
|
|
||||||
|
in vec3 a_position;
|
||||||
|
#ifdef CC_a_texture0
|
||||||
|
in vec2 a_texture0;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_color
|
||||||
|
in vec4 a_color;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_normal
|
||||||
|
in vec4 a_normal;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_fog
|
||||||
|
out vec4 v_position;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_color
|
||||||
|
out vec4 v_color;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_normal
|
||||||
|
out vec4 v_normal;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_texture0
|
||||||
|
out vec2 v_texture0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec4 pos = matrix_m * vec4(a_position, 1.0);
|
||||||
|
#ifdef CC_fog
|
||||||
|
v_position = pos;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_color
|
||||||
|
v_color = a_color;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_normal
|
||||||
|
v_normal = a_normal;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_texture0
|
||||||
|
v_texture0 = a_texture0;
|
||||||
|
#endif
|
||||||
|
gl_Position = matrix_p * pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_FRAG
|
||||||
|
|
||||||
|
#ifdef CC_unit0
|
||||||
|
uniform sampler2D tex0;
|
||||||
|
#ifndef CC_a_texture0
|
||||||
|
uniform vec2 texCoordV0;
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
#ifdef CC_lighting
|
||||||
|
uniform vec3 light0Pos;
|
||||||
|
uniform vec3 light1Pos;
|
||||||
|
uniform vec3 normalUniform;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_fog
|
||||||
|
uniform vec4 fogColor;
|
||||||
|
uniform int fogMode;
|
||||||
|
uniform float fogStart;
|
||||||
|
uniform float fogEnd;
|
||||||
|
uniform float fogDensity;
|
||||||
|
uniform float fogPremultiply;
|
||||||
|
#endif
|
||||||
|
uniform vec4 colorUniform;
|
||||||
|
#ifdef CC_alphatest
|
||||||
|
uniform float alphaTestF;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_fog
|
||||||
|
in vec4 v_position;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_color
|
||||||
|
in vec4 v_color;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_normal
|
||||||
|
in vec4 v_normal;
|
||||||
|
#endif
|
||||||
|
#ifdef CC_a_texture0
|
||||||
|
in vec2 v_texture0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
#ifdef CC_a_color
|
||||||
|
vec4 color = colorUniform * v_color;
|
||||||
|
#else
|
||||||
|
vec4 color = colorUniform;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_unit0
|
||||||
|
#ifdef CC_a_texture0
|
||||||
|
color *= texture(tex0, (matrix_t * vec4(v_texture0, 0.0, 1.0)).xy).rgba;
|
||||||
|
#else
|
||||||
|
color *= texture(tex0, (matrix_t * vec4(texCoordV0, 0.0, 1.0)).xy).rgba;
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_alphatest
|
||||||
|
if(color.a < alphaTestF){
|
||||||
|
discard;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_lighting
|
||||||
|
#ifdef CC_a_normal
|
||||||
|
vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
|
||||||
|
#else
|
||||||
|
vec3 normal = normalUniform;
|
||||||
|
#endif
|
||||||
|
normal = normalize(mat3(matrix_m) * normal);
|
||||||
|
float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
|
||||||
|
color.rgb *= min((0.4 + ins * 0.6), 1.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_fog
|
||||||
|
float dist = sqrt(dot(v_position, v_position));
|
||||||
|
float i = (fogMode == 1) ? clamp((dist - fogStart) / (fogEnd - fogStart), 0.0, 1.0) : clamp(1.0 - pow(2.718, -(fogDensity * dist)), 0.0, 1.0);
|
||||||
|
color.rgb = mix(color.rgb, fogColor.xyz, i * fogColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fragColor = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
255
resources/glsl/fxaa.glsl
Normal file
|
@ -0,0 +1,255 @@
|
||||||
|
#line 0
|
||||||
|
|
||||||
|
precision lowp int;
|
||||||
|
precision lowp sampler2D;
|
||||||
|
precision lowp float;
|
||||||
|
|
||||||
|
in vec2 pos;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
#define FXAA_PC 1
|
||||||
|
#define FXAA_GLSL_130 1
|
||||||
|
#define FXAA_FAST_PIXEL_OFFSET 0
|
||||||
|
#define FXAA_GATHER4_ALPHA 0
|
||||||
|
|
||||||
|
#ifndef FXAA_GREEN_AS_LUMA
|
||||||
|
// For those using non-linear color,
|
||||||
|
// and either not able to get luma in alpha, or not wanting to,
|
||||||
|
// this enables FXAA to run using green as a proxy for luma.
|
||||||
|
// So with this enabled, no need to pack luma in alpha.
|
||||||
|
//
|
||||||
|
// This will turn off AA on anything which lacks some amount of green.
|
||||||
|
// Pure red and blue or combination of only R and B, will get no AA.
|
||||||
|
//
|
||||||
|
// Might want to lower the settings for both,
|
||||||
|
// fxaaConsoleEdgeThresholdMin
|
||||||
|
// fxaaQualityEdgeThresholdMin
|
||||||
|
// In order to insure AA does not get turned off on colors
|
||||||
|
// which contain a minor amount of green.
|
||||||
|
//
|
||||||
|
// 1 = On.
|
||||||
|
// 0 = Off.
|
||||||
|
//
|
||||||
|
#define FXAA_GREEN_AS_LUMA 1
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef FXAA_DISCARD
|
||||||
|
// 1 = Use discard on pixels which don't need AA.
|
||||||
|
// 0 = Return unchanged color on pixels which don't need AA.
|
||||||
|
#define FXAA_DISCARD 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/*============================================================================
|
||||||
|
API PORTING
|
||||||
|
============================================================================*/
|
||||||
|
#define FxaaBool bool
|
||||||
|
#define FxaaDiscard discard
|
||||||
|
#define FxaaFloat float
|
||||||
|
#define FxaaFloat2 vec2
|
||||||
|
#define FxaaFloat3 vec3
|
||||||
|
#define FxaaFloat4 vec4
|
||||||
|
#define FxaaHalf float
|
||||||
|
#define FxaaHalf2 vec2
|
||||||
|
#define FxaaHalf3 vec3
|
||||||
|
#define FxaaHalf4 vec4
|
||||||
|
#define FxaaInt2 ivec2
|
||||||
|
#define FxaaSat(x) clamp(x, 0.0, 1.0)
|
||||||
|
#define FxaaTex sampler2D
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
|
||||||
|
#define FxaaTexTop(t, p) texture(t, p)
|
||||||
|
|
||||||
|
/*============================================================================
|
||||||
|
GREEN AS LUMA OPTION SUPPORT FUNCTION
|
||||||
|
============================================================================*/
|
||||||
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||||
|
// TODO Luma
|
||||||
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz, vec3(0.299, 0.587, 0.114)); }
|
||||||
|
#else
|
||||||
|
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/*============================================================================
|
||||||
|
FXAA3 CONSOLE - PC VERSION
|
||||||
|
============================================================================*/
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat4 FxaaPixelShader(
|
||||||
|
// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
|
||||||
|
//
|
||||||
|
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||||
|
// {xy} = center of pixel
|
||||||
|
FxaaFloat2 pos,
|
||||||
|
//
|
||||||
|
// Used only for FXAA Console, and not used on the 360 version.
|
||||||
|
// Use noperspective interpolation here (turn off perspective interpolation).
|
||||||
|
// {xy__} = upper left of pixel
|
||||||
|
// {__zw} = lower right of pixel
|
||||||
|
FxaaFloat4 fxaaConsolePosPos,
|
||||||
|
//
|
||||||
|
// Input color texture.
|
||||||
|
// {rgb_} = color in linear or perceptual color space
|
||||||
|
// if (FXAA_GREEN_AS_LUMA == 0)
|
||||||
|
// {___a} = luma in perceptual color space (not linear)
|
||||||
|
FxaaTex tex,
|
||||||
|
//
|
||||||
|
// Only used on FXAA Console.
|
||||||
|
// This must be from a constant/uniform.
|
||||||
|
// This effects sub-pixel AA quality and inversely sharpness.
|
||||||
|
// Where N ranges between,
|
||||||
|
// N = 0.50 (default)
|
||||||
|
// N = 0.33 (sharper)
|
||||||
|
// {x___} = -N/screenWidthInPixels
|
||||||
|
// {_y__} = -N/screenHeightInPixels
|
||||||
|
// {__z_} = N/screenWidthInPixels
|
||||||
|
// {___w} = N/screenHeightInPixels
|
||||||
|
FxaaFloat4 fxaaConsoleRcpFrameOpt,
|
||||||
|
//
|
||||||
|
// Only used on FXAA Console.
|
||||||
|
// Not used on 360, but used on PS3 and PC.
|
||||||
|
// This must be from a constant/uniform.
|
||||||
|
// {x___} = -2.0/screenWidthInPixels
|
||||||
|
// {_y__} = -2.0/screenHeightInPixels
|
||||||
|
// {__z_} = 2.0/screenWidthInPixels
|
||||||
|
// {___w} = 2.0/screenHeightInPixels
|
||||||
|
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
|
||||||
|
//
|
||||||
|
// Only used on FXAA Console.
|
||||||
|
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
|
||||||
|
// It is here now to allow easier tuning.
|
||||||
|
// This does not effect PS3, as this needs to be compiled in.
|
||||||
|
// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
|
||||||
|
// Due to the PS3 being ALU bound,
|
||||||
|
// there are only three safe values here: 2 and 4 and 8.
|
||||||
|
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||||
|
// For all other platforms can be a non-power of two.
|
||||||
|
// 8.0 is sharper (default!!!)
|
||||||
|
// 4.0 is softer
|
||||||
|
// 2.0 is really soft (good only for vector graphics inputs)
|
||||||
|
FxaaFloat fxaaConsoleEdgeSharpness,
|
||||||
|
//
|
||||||
|
// Only used on FXAA Console.
|
||||||
|
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
|
||||||
|
// It is here now to allow easier tuning.
|
||||||
|
// This does not effect PS3, as this needs to be compiled in.
|
||||||
|
// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
|
||||||
|
// Due to the PS3 being ALU bound,
|
||||||
|
// there are only two safe values here: 1/4 and 1/8.
|
||||||
|
// These options use the shaders ability to a free *|/ by 2|4|8.
|
||||||
|
// The console setting has a different mapping than the quality setting.
|
||||||
|
// Other platforms can use other values.
|
||||||
|
// 0.125 leaves less aliasing, but is softer (default!!!)
|
||||||
|
// 0.25 leaves more aliasing, and is sharper
|
||||||
|
FxaaFloat fxaaConsoleEdgeThreshold,
|
||||||
|
//
|
||||||
|
// Only used on FXAA Console.
|
||||||
|
// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
|
||||||
|
// It is here now to allow easier tuning.
|
||||||
|
// Trims the algorithm from processing darks.
|
||||||
|
// The console setting has a different mapping than the quality setting.
|
||||||
|
// This does not apply to PS3,
|
||||||
|
// PS3 was simplified to avoid more shader instructions.
|
||||||
|
// 0.06 - faster but more aliasing in darks
|
||||||
|
// 0.05 - default
|
||||||
|
// 0.04 - slower and less aliasing in darks
|
||||||
|
// Special notes when using FXAA_GREEN_AS_LUMA,
|
||||||
|
// Likely want to set this to zero.
|
||||||
|
// As colors that are mostly not-green
|
||||||
|
// will appear very dark in the green channel!
|
||||||
|
// Tune by looking at mostly non-green content,
|
||||||
|
// then start at zero and increase until aliasing is a problem.
|
||||||
|
FxaaFloat fxaaConsoleEdgeThresholdMin
|
||||||
|
) {
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
|
||||||
|
FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
|
||||||
|
FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
|
||||||
|
FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
|
||||||
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||||
|
// TODO Luma
|
||||||
|
FxaaFloat lumaM = FxaaLuma(rgbyM);
|
||||||
|
#else
|
||||||
|
FxaaFloat lumaM = rgbyM.y;
|
||||||
|
#endif
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
|
||||||
|
lumaNe += 1.0/384.0;
|
||||||
|
FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
|
||||||
|
FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
|
||||||
|
FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat lumaMinM = min(lumaMin, lumaM);
|
||||||
|
FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
|
||||||
|
FxaaFloat lumaMaxM = max(lumaMax, lumaM);
|
||||||
|
FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
|
||||||
|
FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
|
||||||
|
FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
|
||||||
|
if(lumaMaxSubMinM < lumaMaxScaledClamped)
|
||||||
|
{
|
||||||
|
#if (FXAA_DISCARD == 1)
|
||||||
|
FxaaDiscard;
|
||||||
|
#else
|
||||||
|
return rgbyM;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat2 dir;
|
||||||
|
dir.x = dirSwMinusNe + dirSeMinusNw;
|
||||||
|
dir.y = dirSwMinusNe - dirSeMinusNw;
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat2 dir1 = normalize(dir.xy);
|
||||||
|
FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||||
|
FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
|
||||||
|
FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
|
||||||
|
FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
|
||||||
|
FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
|
||||||
|
FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
|
||||||
|
/*--------------------------------------------------------------------------*/
|
||||||
|
#if (FXAA_GREEN_AS_LUMA == 0)
|
||||||
|
// TODO Luma
|
||||||
|
float lumaB = FxaaLuma(rgbyB);
|
||||||
|
#else
|
||||||
|
float lumaB = rgbyB.y;
|
||||||
|
#endif
|
||||||
|
if((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||||
|
rgbyB.xyz = rgbyA.xyz * 0.5;
|
||||||
|
//
|
||||||
|
return rgbyB;
|
||||||
|
}
|
||||||
|
/*==========================================================================*/
|
||||||
|
|
||||||
|
uniform sampler2D f_color;
|
||||||
|
|
||||||
|
uniform vec2 screenSize;
|
||||||
|
|
||||||
|
#define edgeSharpness 7.0
|
||||||
|
#define edgeThreshold 0.1
|
||||||
|
#define edgeThresholdMin 0.005
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec4 posPos;
|
||||||
|
posPos.xy = pos - (0.6 / screenSize);
|
||||||
|
posPos.zw = pos + (0.6 / screenSize);
|
||||||
|
vec4 rcpFrameOpt;
|
||||||
|
rcpFrameOpt.xy = vec2(-0.50, -0.50) / screenSize;
|
||||||
|
rcpFrameOpt.zw = vec2( 0.50, 0.50) / screenSize;
|
||||||
|
vec4 rcpFrameOpt2;
|
||||||
|
rcpFrameOpt2.xy = vec2(-2.0, -2.0) / screenSize;
|
||||||
|
rcpFrameOpt2.zw = vec2( 2.0, 2.0) / screenSize;
|
||||||
|
|
||||||
|
fragColor = vec4(FxaaPixelShader(pos, posPos, f_color, rcpFrameOpt, rcpFrameOpt2, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
|
||||||
|
}
|
25
resources/glsl/occl.glsl
Normal file
|
@ -0,0 +1,25 @@
|
||||||
|
#line 2
|
||||||
|
|
||||||
|
precision highp int;
|
||||||
|
precision highp sampler2D;
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
#ifdef CC_VERT
|
||||||
|
uniform mat4 matrix_m;
|
||||||
|
uniform mat4 matrix_p;
|
||||||
|
|
||||||
|
in vec3 a_vert;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
gl_Position = (matrix_p * (matrix_m * vec4(a_vert, 1.0)));
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef CC_FRAG
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
fragColor = vec4(1.0);
|
||||||
|
}
|
||||||
|
#endif
|
13
resources/glsl/pvert.glsl
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
#line 0
|
||||||
|
|
||||||
|
precision lowp int;
|
||||||
|
precision lowp sampler2D;
|
||||||
|
precision lowp float;
|
||||||
|
|
||||||
|
in vec2 a_pos;
|
||||||
|
|
||||||
|
out vec2 pos;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
gl_Position = vec4((pos = a_pos) * 2.0 - 1.0, 0.0, 1.0);
|
||||||
|
}
|
BIN
resources/gui/background.png
Normal file
After Width: | Height: | Size: 1011 B |
BIN
resources/gui/container.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
resources/gui/crafting.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
resources/gui/furnace.png
Normal file
After Width: | Height: | Size: 3.1 KiB |
BIN
resources/gui/gui.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
resources/gui/icons.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
resources/gui/inventory.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
resources/gui/items.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
resources/gui/logo.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
resources/gui/unknown_pack.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
resources/item/arrows.png
Normal file
After Width: | Height: | Size: 322 B |
BIN
resources/item/boat.png
Normal file
After Width: | Height: | Size: 2.3 KiB |
BIN
resources/item/cart.png
Normal file
After Width: | Height: | Size: 2.2 KiB |
BIN
resources/item/door.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
resources/item/sign.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
resources/misc/dial.png
Normal file
After Width: | Height: | Size: 231 B |
BIN
resources/misc/foliagecolor.png
Normal file
After Width: | Height: | Size: 29 KiB |
BIN
resources/misc/grasscolor.png
Normal file
After Width: | Height: | Size: 25 KiB |
BIN
resources/misc/pumpkinblur.png
Normal file
After Width: | Height: | Size: 41 KiB |
BIN
resources/misc/shadow.png
Normal file
After Width: | Height: | Size: 868 B |
BIN
resources/misc/vignette.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
resources/misc/water.png
Normal file
After Width: | Height: | Size: 306 B |
BIN
resources/mob/char.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
resources/mob/chicken.png
Normal file
After Width: | Height: | Size: 492 B |
BIN
resources/mob/cow.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
resources/mob/creeper.png
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
resources/mob/ghast.png
Normal file
After Width: | Height: | Size: 896 B |
BIN
resources/mob/ghast_fire.png
Normal file
After Width: | Height: | Size: 943 B |
BIN
resources/mob/pig.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
resources/mob/pigman.png
Normal file
After Width: | Height: | Size: 2.6 KiB |
BIN
resources/mob/pigzombie.png
Normal file
After Width: | Height: | Size: 2.9 KiB |
BIN
resources/mob/saddle.png
Normal file
After Width: | Height: | Size: 379 B |
BIN
resources/mob/sheep.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
resources/mob/sheep_fur.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
resources/mob/skeleton.png
Normal file
After Width: | Height: | Size: 894 B |
BIN
resources/mob/slime.png
Normal file
After Width: | Height: | Size: 633 B |
BIN
resources/mob/spider.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
resources/mob/spider_eyes.png
Normal file
After Width: | Height: | Size: 255 B |
BIN
resources/mob/zombie.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
resources/pack.png
Normal file
After Width: | Height: | Size: 27 KiB |
2
resources/pack.txt
Normal file
|
@ -0,0 +1,2 @@
|
||||||
|
The default look of Minecraft
|
||||||
|
|
BIN
resources/particles.png
Normal file
After Width: | Height: | Size: 862 B |
BIN
resources/terrain.png
Normal file
After Width: | Height: | Size: 33 KiB |
BIN
resources/terrain/moon.png
Normal file
After Width: | Height: | Size: 910 B |
BIN
resources/terrain/sun.png
Normal file
After Width: | Height: | Size: 799 B |
BIN
resources/title/black.png
Normal file
After Width: | Height: | Size: 174 B |
BIN
resources/title/mojang.png
Normal file
After Width: | Height: | Size: 4.1 KiB |
210
resources/title/splashes.txt
Normal file
|
@ -0,0 +1,210 @@
|
||||||
|
Pre-beta!
|
||||||
|
As seen on TV!
|
||||||
|
Awesome!
|
||||||
|
100% pure!
|
||||||
|
May contain nuts!
|
||||||
|
Better than Prey!
|
||||||
|
More polygons!
|
||||||
|
Sexy!
|
||||||
|
Limited edition!
|
||||||
|
Flashing letters!
|
||||||
|
Made by Notch!
|
||||||
|
Coming soon!
|
||||||
|
Best in class!
|
||||||
|
When it's finished!
|
||||||
|
Absolutely dragon free!
|
||||||
|
Excitement!
|
||||||
|
More than 500 sold!
|
||||||
|
One of a kind!
|
||||||
|
Heaps of hits on YouTube!
|
||||||
|
Indev!
|
||||||
|
Spiders everywhere!
|
||||||
|
Check it out!
|
||||||
|
Holy cow, man!
|
||||||
|
It's a game!
|
||||||
|
Made in Sweden!
|
||||||
|
Uses LWJGL!
|
||||||
|
Reticulating splines!
|
||||||
|
Minecraft!
|
||||||
|
Yaaay!
|
||||||
|
Alpha version!
|
||||||
|
Singleplayer!
|
||||||
|
Keyboard compatible!
|
||||||
|
Undocumented!
|
||||||
|
Ingots!
|
||||||
|
Exploding creepers!
|
||||||
|
That's not a moon!
|
||||||
|
l33t!
|
||||||
|
Create!
|
||||||
|
Survive!
|
||||||
|
Dungeon!
|
||||||
|
Exclusive!
|
||||||
|
The bee's knees!
|
||||||
|
Down with O.P.P.!
|
||||||
|
Closed source!
|
||||||
|
Classy!
|
||||||
|
Wow!
|
||||||
|
Not on steam!
|
||||||
|
9.95 euro!
|
||||||
|
Half price!
|
||||||
|
Oh man!
|
||||||
|
Check it out!
|
||||||
|
Awesome community!
|
||||||
|
Pixels!
|
||||||
|
Teetsuuuuoooo!
|
||||||
|
Kaaneeeedaaaa!
|
||||||
|
Now with difficulty!
|
||||||
|
Enhanced!
|
||||||
|
90% bug free!
|
||||||
|
Pretty!
|
||||||
|
12 herbs and spices!
|
||||||
|
Fat free!
|
||||||
|
Absolutely no memes!
|
||||||
|
Free dental!
|
||||||
|
Ask your doctor!
|
||||||
|
Minors welcome!
|
||||||
|
Cloud computing!
|
||||||
|
Legal in Finland!
|
||||||
|
Hard to label!
|
||||||
|
Technically good!
|
||||||
|
Bringing home the bacon!
|
||||||
|
Indie!
|
||||||
|
GOTY!
|
||||||
|
Ceci n'est pas une title screen!
|
||||||
|
Euclidian!
|
||||||
|
Now in 3D!
|
||||||
|
Inspirational!
|
||||||
|
Herregud!
|
||||||
|
Complex cellular automata!
|
||||||
|
Yes, sir!
|
||||||
|
Played by cowboys!
|
||||||
|
OpenGL 1.1!
|
||||||
|
Thousands of colors!
|
||||||
|
Try it!
|
||||||
|
Age of Wonders is better!
|
||||||
|
Try the mushroom stew!
|
||||||
|
Sensational!
|
||||||
|
Hot tamale, hot hot tamale!
|
||||||
|
Play him off, keyboard cat!
|
||||||
|
Guaranteed!
|
||||||
|
Macroscopic!
|
||||||
|
Bring it on!
|
||||||
|
Random splash!
|
||||||
|
Call your mother!
|
||||||
|
Monster infighting!
|
||||||
|
Loved by millions!
|
||||||
|
Ultimate edition!
|
||||||
|
Freaky!
|
||||||
|
You've got a brand new key!
|
||||||
|
Water proof!
|
||||||
|
Uninflammable!
|
||||||
|
Whoa, dude!
|
||||||
|
All inclusive!
|
||||||
|
Tell your friends!
|
||||||
|
NP is not in P!
|
||||||
|
Notch <3 ez!
|
||||||
|
Music by C418!
|
||||||
|
Livestreamed!
|
||||||
|
Haunted!
|
||||||
|
Polynomial!
|
||||||
|
Terrestrial!
|
||||||
|
All is full of love!
|
||||||
|
Full of stars!
|
||||||
|
Scientific!
|
||||||
|
Cooler than Spock!
|
||||||
|
Collaborate and listen!
|
||||||
|
Never dig down!
|
||||||
|
Take frequent breaks!
|
||||||
|
Not linear!
|
||||||
|
Han shot first!
|
||||||
|
Nice to meet you!
|
||||||
|
Buckets of lava!
|
||||||
|
Ride the pig!
|
||||||
|
Larger than Earth!
|
||||||
|
sqrt(-1) love you!
|
||||||
|
Phobos anomaly!
|
||||||
|
Punching wood!
|
||||||
|
Falling off cliffs!
|
||||||
|
0% sugar!
|
||||||
|
150% hyperbole!
|
||||||
|
Synecdoche!
|
||||||
|
Let's danec!
|
||||||
|
Seecret Friday update!
|
||||||
|
Reference implementation!
|
||||||
|
Lewd with two dudes with food!
|
||||||
|
Kiss the sky!
|
||||||
|
20 GOTO 10!
|
||||||
|
Verlet intregration!
|
||||||
|
Peter Griffin!
|
||||||
|
Do not distribute!
|
||||||
|
Cogito ergo sum!
|
||||||
|
4815162342 lines of code!
|
||||||
|
A skeleton popped out!
|
||||||
|
The Work of Notch!
|
||||||
|
The sum of its parts!
|
||||||
|
BTAF used to be good!
|
||||||
|
I miss ADOM!
|
||||||
|
umop-apisdn!
|
||||||
|
OICU812!
|
||||||
|
Bring me Ray Cokes!
|
||||||
|
Finger-licking!
|
||||||
|
Thematic!
|
||||||
|
Pneumatic!
|
||||||
|
Sublime!
|
||||||
|
Octagonal!
|
||||||
|
Une baguette!
|
||||||
|
Gargamel plays it!
|
||||||
|
Rita is the new top dog!
|
||||||
|
SWM forever!
|
||||||
|
Representing Edsbyn!
|
||||||
|
Matt Damon!
|
||||||
|
Superfragilisticexpialidocious!
|
||||||
|
Consummate V's!
|
||||||
|
Cow Tools!
|
||||||
|
Double buffered!
|
||||||
|
Fan fiction!
|
||||||
|
Flaxkikare!
|
||||||
|
Jason! Jason! Jason!
|
||||||
|
Hotter than the sun!
|
||||||
|
Internet enabled!
|
||||||
|
Autonomous!
|
||||||
|
Engage!
|
||||||
|
Fantasy!
|
||||||
|
DRR! DRR! DRR!
|
||||||
|
Kick it root down!
|
||||||
|
Regional resources!
|
||||||
|
Woo, facepunch!
|
||||||
|
Woo, somethingawful!
|
||||||
|
Woo, /v/!
|
||||||
|
Woo, tigsource!
|
||||||
|
Woo, minecraftforum!
|
||||||
|
Woo, worldofminecraft!
|
||||||
|
Google anlyticsed!
|
||||||
|
Now supports <20><><EFBFBD>!
|
||||||
|
Give us Gordon!
|
||||||
|
Tip your waiter!
|
||||||
|
Very fun!
|
||||||
|
12345 is a bad password!
|
||||||
|
Vote for net neutrality!
|
||||||
|
Lives in a pineapple under the sea!
|
||||||
|
MAP11 has two names!
|
||||||
|
Omnipotent!
|
||||||
|
Gasp!
|
||||||
|
...!
|
||||||
|
Bees, bees, bees, bees!
|
||||||
|
Jag känner en bot!
|
||||||
|
This text is hard to read if you play the game at the default resolution, but at 1080p it's fine!
|
||||||
|
Haha, LOL!
|
||||||
|
Hampsterdance!
|
||||||
|
Switches and ores!
|
||||||
|
Menger sponge!
|
||||||
|
idspispopd!
|
||||||
|
Eple (original edit)!
|
||||||
|
So fresh, so clean!
|
||||||
|
Slow acting portals!
|
||||||
|
Try the Nether!
|
||||||
|
Don't look directly at the bugs!
|
||||||
|
Oh, ok, Pigmen!
|
||||||
|
Finally with ladders!
|
||||||
|
Scary!
|
||||||
|
Play Minecraft, Watch Topgear, Get Pig
|