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.gradle
.settings
.classpath
.project
build
bin
proxyServer/bin
proxyServer/rundir
desktopRuntime/_eagstorage*
desktopRuntime/eclipseProject/bin*
desktopRuntime/hs_err_*
desktopRuntime/crash-reports/*
desktopRuntime/options.txt
desktopRuntime/_eagstorage*
desktopRuntime/filesystem/*
desktopRuntime/downloads/*

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@echo off
title epkcompiler
echo compiling, please wait...
java -jar "desktopRuntime/CompileEPK.jar" "desktopRuntime/resources" "javascript/assets.epk"
echo finished compiling epk
pause

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#!/bin/sh
java -jar "desktopRuntime/CompileEPK.jar" "desktopRuntime/resources" "javascript/assets.epk"

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@echo off
title gradlew generateJavascript
gradlew generateJavascript
pause

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#!/bin/sh
chmod +x gradlew
./gradlew generateJavascript

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@echo off
title MakeOfflineDownload
java -cp "desktopRuntime/MakeOfflineDownload.jar;desktopRuntime/CompileEPK.jar" net.lax1dude.eaglercraft.v1_8.buildtools.workspace.MakeOfflineDownload "javascript/OfflineDownloadTemplate.txt" "javascript/classes.js" "javascript/assets.epk" "javascript/EaglercraftX_1.8_Offline_en_US.html" "javascript/EaglercraftX_1.8_Offline_International.html" "javascript/lang"
pause

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#!/bin/sh
java -cp "desktopRuntime/MakeOfflineDownload.jar:desktopRuntime/CompileEPK.jar" net.lax1dude.eaglercraft.v1_8.buildtools.workspace.MakeOfflineDownload "javascript/OfflineDownloadTemplate.txt" "javascript/classes.js" "javascript/assets.epk" "javascript/EaglercraftX_1.8_Offline_en_US.html" "javascript/EaglercraftX_1.8_Offline_International.html" "javascript/lang"

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@echo off
title MakeSignedClient
java -cp "desktopRuntime/MakeOfflineDownload.jar;desktopRuntime/CompileEPK.jar" net.lax1dude.eaglercraft.v1_8.buildtools.workspace.MakeSignedClient "javascript/SignedBundleTemplate.txt" "javascript/classes.js" "javascript/assets.epk" "javascript/lang" "javascript/SignedClientTemplate.txt" "javascript/UpdateDownloadSources.txt" "javascript/EaglercraftX_1.8_Offline_Signed_Client.html"
pause

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#!/bin/sh
java -cp "desktopRuntime/MakeOfflineDownload.jar:desktopRuntime/CompileEPK.jar" net.lax1dude.eaglercraft.v1_8.buildtools.workspace.MakeSignedClient "javascript/SignedBundleTemplate.txt" "javascript/classes.js" "javascript/assets.epk" "javascript/lang" "javascript/SignedClientTemplate.txt" "javascript/UpdateDownloadSources.txt" "javascript/EaglercraftX_1.8_Offline_Signed_Client.html"

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plugins {
id 'java'
id 'eclipse'
id 'org.teavm' version '0.9.2'
}
sourceSets {
main {
java {
srcDir 'src/main/java'
srcDir 'src/teavm/java'
}
}
}
repositories {
mavenCentral()
}
dependencies {
teavm(teavm.libs.jso)
teavm(teavm.libs.jsoApis)
}
teavm.js {
obfuscated = true
sourceMap = true
targetFileName = "../classes.js"
optimization = org.teavm.gradle.api.OptimizationLevel.BALANCED // no fps boost was observed with "AGGRESSIVE"
outOfProcess = false
fastGlobalAnalysis = false
processMemory = 512
entryPointName = 'main'
mainClass = 'net.lax1dude.eaglercraft.v1_8.internal.teavm.MainClass'
outputDir = file("javascript")
properties = null
sourceMap = true
debugInformation = false
}

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Copyright (c) 2012-present Lightweight Java Game Library
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
- Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
- Neither the name Lightweight Java Game Library nor the names of
its contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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Copyright 2018 The ANGLE Project Authors.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
Neither the name of TransGaming Inc., Google Inc., 3DLabs Inc.
Ltd., nor the names of their contributors may be used to endorse
or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<launchConfiguration type="org.eclipse.jdt.launching.localJavaApplication">
<booleanAttribute key="org.eclipse.debug.core.ATTR_FORCE_SYSTEM_CONSOLE_ENCODING" value="false"/>
<listAttribute key="org.eclipse.debug.core.MAPPED_RESOURCE_PATHS">
<listEntry value="/eclipseProject/src_lwjgl_java/net/lax1dude/eaglercraft/v1_8/internal/lwjgl/MainClass.java"/>
</listAttribute>
<listAttribute key="org.eclipse.debug.core.MAPPED_RESOURCE_TYPES">
<listEntry value="1"/>
</listAttribute>
<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
<listEntry value="org.eclipse.debug.ui.launchGroup.debug"/>
<listEntry value="org.eclipse.debug.ui.launchGroup.run"/>
</listAttribute>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_ATTR_USE_ARGFILE" value="false"/>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_SHOW_CODEDETAILS_IN_EXCEPTION_MESSAGES" value="true"/>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_USE_CLASSPATH_ONLY_JAR" value="false"/>
<booleanAttribute key="org.eclipse.jdt.launching.ATTR_USE_START_ON_FIRST_THREAD" value="true"/>
<stringAttribute key="org.eclipse.jdt.launching.MAIN_TYPE" value="net.lax1dude.eaglercraft.v1_8.internal.lwjgl.MainClass"/>
<stringAttribute key="org.eclipse.jdt.launching.MODULE_NAME" value="eclipseProject"/>
<stringAttribute key="org.eclipse.jdt.launching.PROJECT_ATTR" value="eclipseProject"/>
<stringAttribute key="org.eclipse.jdt.launching.VM_ARGUMENTS" value="-Djava.library.path=."/>
<stringAttribute key="org.eclipse.jdt.launching.WORKING_DIRECTORY" value="${project_loc}/../"/>
</launchConfiguration>

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Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

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Unless otherwise specified, files in the jemalloc source distribution are
subject to the following license:
--------------------------------------------------------------------------------
Copyright (C) 2002-2018 Jason Evans <jasone@canonware.com>.
All rights reserved.
Copyright (C) 2007-2012 Mozilla Foundation. All rights reserved.
Copyright (C) 2009-2018 Facebook, Inc. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice(s),
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice(s),
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER(S) ``AS IS'' AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
EVENT SHALL THE COPYRIGHT HOLDER(S) BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------------

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/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/

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libffi - Copyright (c) 1996-2020 Anthony Green, Red Hat, Inc and others.
See source files for details.
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
``Software''), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED ``AS IS'', WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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Copyright 2020 Jens Axboe
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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GNU LIBRARY GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1991 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
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<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

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@ -0,0 +1,110 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta name="description" content="EaglercraftX 1.8 Offline" />
<meta name="keywords" content="eaglercraft, eaglercraftx, minecraft, 1.8, 1.8.8" />
<title>EaglercraftX 1.8</title>
<meta property="og:locale" content="en-US" />
<meta property="og:type" content="website" />
<meta property="og:title" content="EaglercraftX 1.8" />
<meta property="og:description" content="Play minecraft 1.8 in your browser" />
<script type="text/javascript">
"use strict";
const relayId = Math.floor(Math.random() * 3);
// %%%%%%%%% launch options %%%%%%%%%%%%
window.eaglercraftXOptsHints = {
hintsVersion: 1,
container: "game_frame",
worldsDB: "worlds",
relays: [
{ addr: "wss://relay.deev.is/", comment: "lax1dude relay #1", primary: relayId === 0 },
{ addr: "wss://relay.lax1dude.net/", comment: "lax1dude relay #2", primary: relayId === 1 },
{ addr: "wss://relay.shhnowisnottheti.me/", comment: "ayunami relay #1", primary: relayId === 2 }
],
checkRelaysForUpdates: true
};
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
</script>
<style type="eaglercraft" id="eaglercraftXClientSignature">data:application/octet-stream;base64,${client_signature}</style>
<style type="eaglercraft" id="eaglercraftXClientBundle">data:application/octet-stream;base64,${client_bundle}</style>
<script type="text/javascript">
"use strict";
(function(){
function eaglerBundleUnwrap(tagIn) { const e = document.getElementById(tagIn); const ret = e.innerText; e.remove(); return ret; }
window.eaglercraftXClientSignature = eaglerBundleUnwrap("eaglercraftXClientSignature");
window.eaglercraftXClientBundle = eaglerBundleUnwrap("eaglercraftXClientBundle");
})();
</script>
<script type="text/javascript">
"use strict";
(function(){
var ds = new DecompressionStream("gzip");
var result = [];
function fetchStream(reader) {
reader.read().then(function processData({ done, value }) {
if (done) {
window.clientScriptSrcURL = URL.createObjectURL(new Blob(result, { type: "text/javascript;charset=utf-8" }));
result = [];
ds = null;
return;
}
result.push(value);
return reader.read().then(processData);
});
}
fetch(window.eaglercraftXClientBundle, { cache: "force-cache" })
.then((response) => response.blob())
.then((blob) => fetchStream(blob.stream().pipeThrough(ds).getReader()));
})();
</script>
<script type="text/javascript">
"use strict";
(function(){
var launchInterval = -1;
var launchCounter = 1;
var launchCountdownNumberElement = null;
var launchCountdownProgressElement = null;
function launchTick() {
if(launchCounter > 100) {
if(window.clientScriptSrcURL) {
clearInterval(launchInterval);
setTimeout(() => {
document.getElementById("launch_countdown_screen").remove();
const script = document.createElement("script");
script.type = "text/javascript";
script.src = window.clientScriptSrcURL;
window.clientScriptSrcURL = null;
document.head.appendChild(script);
}, 50);
}
return;
}
launchCountdownNumberElement.innerText = "" + Math.floor(6.0 - launchCounter * 0.06);
launchCountdownProgressElement.style.width = "" + launchCounter + "%";
++launchCounter;
}
window.addEventListener("load", () => {
launchCountdownNumberElement = document.getElementById("launchCountdownNumber");
launchCountdownProgressElement = document.getElementById("launchCountdownProgress");
launchInterval = setInterval(launchTick, 50);
});
})();
</script>
<link type="image/png" rel="shortcut icon" href="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAAFiUAABYlAUlSJPAAAAR/SURBVEhLtZXZK3ZRFMYPcqXc+gv413DHxVuGIpIhkciQWaRccCNjSCkligwXSOZ5nmfv9zvn2e8+58V753sudmuvvdZ61l5r7XOc8H+GS/D19aUNkPz5+aktQH5/f//4+LBKZKuRkpUtQjCUYG5gD2T38vLy/PwsDfL9/f3Dw8PT05M0b29vnKLhCKCBT4L4gvBLBIei4//4+Hh1dUVEQutUuLu7E83FxQUGnKLBWKfQaA3S+AREVxaEOD8/Pzk50XpzcyMDcH19zdZG3N3d3dzc3Nvb01aX5pQUpQGGQJxcQpfNysoKhUIdHR1o1tbWbInYAgxIPDMzMy8vLzc3FxqOdMoRqwJK8G8ALUYIhHMiSEhIwI6CyIb0qQzC4eGhsXCc1tZWnZIEKzdQJQSXgKxfX18RCM3Z5eWlcfVAxKOjo+Pj49PTU88lTOk2NjbMsePc3t6SAfcgFdszOyMuAdeBg0CQi2lhYUHOeOLDCisN8FzcPFZXV3t7ezHY3t5GQ+6it+2xMASsKhEEWKsmRLRBBUpPvpJ/TpFKFBwKYAiITmicsbYhdHfJAltqhUCVsCQhwslmeXmZxiBQT9c0Ar9E2O3v72sYSE0N1yQArkKy0kBMXLqlZqIZHR3t6empqqqSDcBdhXEJSJ/bUc3q6uq+vj629GB9fR1WsLW1NTs7u7S0RN2locMjIyOEm5ubQ7+4uJienk4/+vv77Y1hwhLBEKhwWHitdVFfX9/Y2Gg2HuLi4owUAysrK8yCG97rh0+ApP5Q2ZycHFlPTExUVFRIBvn5+WhKSkp2dnaMKhptbW2426GgQ/rwuAQCZ1hwFayLiork9hMFBQV1dXVmE0BLS4vqw3QFB8kn4IAxoGPkYpxi4FeDmpqas7Mz4pClAgqGwD48rjY2NmacYqC0tJQ1KSlJWyE5OZkpUKkBAxZVIntAoZh04+Q48fHxPNGBgYHExMT29naj9cBodnZ2mo3jlJWVMeW2OGQck4B1amqqoaGhqamJjx2lGxwcpL0mUgR8fJhsWqJtSkoKU2SbHHUDpkhPBujd8xuQG6PJRM/Pz09PT7O1NNnZ2Tw3fgZkXVhYKCUlUhBATP+hCVyKZGky17RV0g04laayslJ6hlVeFHB4eFhKaogGd0LxtmTgE+hbhKDnPjMzgw8E3qGL2tpaBWpubjYqj2BoaEj6rq4uNATRZ0ZwCbiL6gXEzINk5vCBQJ9rMD4+rkA8QNK036uDg4Py8vLu7m680KjIBNR3zBDoWQM1g98snyB+VSoRW8C/UwR81/SvhgNj9JOTkwwVERUdRBEI0BAdLRVERkhLS8vIyEDQlrsTPTU1lVFhKxARvZgUlFLbegCf4BvIsbi4mIg4E5EogIHhiKCMtU0WUFiVy06j5fAJIDdSBDQw+PegDfBRcbOPwH4F9LuFWIIQdQNKwWqzIE0aoFUaBsw+SQuFw0uNtC9A+F4i3QNrbg3IDn+SAsHh+wYiEpeyBEMLv/cAO6KzAijxxB+Y4wisBhssJUhjEbPJf4Nw+B+JXqLW3bw+wQAAAABJRU5ErkJggg==" />
</head>
<body style="margin:0px;width:100vw;height:100vh;overflow:hidden;" id="game_frame">
<div style="margin:0px;width:100%;height:100%;font-family:sans-serif;display:flex;align-items:center;user-select:none;" id="launch_countdown_screen">
<div style="margin:auto;text-align:center;">
<h1>This file is from <span style="color:#AA0000;">${date}</span></h1>
<h2>Game will launch in <span id="launchCountdownNumber">5</span>...</h2>
<div style="border:2px solid black;width:100%;height:15px;padding:1px;margin-bottom:20vh;"><div id="launchCountdownProgress" style="background-color:#555555;width:0%;height:100%;"></div></div>
</div>
</div>
</body>
</html>

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@ -0,0 +1,42 @@
§bShadow §bClient §bDevelopers
§b~~~~~~~~~~~~~~~~~~~~~~~~
§bPeytonPlayz585:
§b- §bCreator §bof §bShadow §bClient
§b- §bPorted §bOptifine
§b- §bPorted §bCredits §bGUI §bfrom §bEagler §b1.5.2
§b- §bPorted §bChunk §bBorders
§b- §bMade §bthe §bmain §bmenu
§b- §bMade §bToggle §bSprint
§bkone:
§b- §bLoading §bscreen
§b- §bPassword §bHiding
§bEaglercraftX §bDevelopers
~~~~~~~~~~~~~~~~~~~~~~~
§blax1dude:
§b- §bCreator §bof §bEaglercraft
§b- §bPorted §bthe §bMinecraft §b1.8 §bsrc §bto §bTeaVM
§b- §bWrote §bHW §baccelerated §bOpenGL §b1.3 §bemulator
§b- §bWrote §bthe §bdefault §bshader §bpack
§b- §bMade §bthe §bintegrated §bPBR §bresource §bpack
§b- §bWrote §ball §bdesktop §bemulation §bcode
§b- §bWrote §bEaglercraftXBungee
§b- §bWrote §bWebRTC §bRelay §bServer
§b- §bWrote §bthe §bpatch §band §bbuild §bsystem
§bayunami2000:
§b- §bMany §bbug §bfixes
§b- §bWebRTC §bLAN §bworlds
§b- §bAdded §bresource §bpacks
§b- §bAdded §bscreen §brecording
§b- §bAdded §bseamless §bfullscreen
§b- §bCreated §bthe §breplit

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@ -0,0 +1,43 @@
§bExperimental §bWorldRenderer §bBuffer §bUpload §bQueue
§b~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
§bChanges:
§b- §bSets §bposition §band §blimit §bof §bthe §bIntBuffer §bbefore §bcalling
§bbuffer.get()
§b- §bReplace §bdivision §bwith §bBitSet §boperations §b(shifting)
§b- §bDirectly §bcalculates §bthe §bsize §bof §bthe §bIntBuffer,
§bsignificantly §breducing §boverhead

View File

@ -0,0 +1,43 @@
§bShadow §bClient §bDevelopers
§b~~~~~~~~~~~~~~~~~~~~~~~~
§bPeytonPlayz585:
§b- §bCreator §bof §bShadow §bClient
§b- §bPorted §bOptifine
§b- §bPorted §bCredits §bGUI §bfrom §bEagler §b1.5.2
§b- §bPorted §bChunk §bBorders
§b- §bMade §bthe §bmain §bmenu
§b- §bMade §bToggle §bSprint
§bkone:
§b- §bLoading §bscreen
§b- §bPassword §bHiding
§bEaglercraftX §bDevelopers
~~~~~~~~~~~~~~~~~~~~~~~
§blax1dude:
§b- §bCreator §bof §bEaglercraft
§b- §bPorted §bthe §bMinecraft §b1.8 §bsrc §bto §bTeaVM
§b- §bWrote §bHW §baccelerated §bOpenGL §b1.3 §bemulator
§b- §bWrote §bthe §bdefault §bshader §bpack
§b- §bMade §bthe §bintegrated §bPBR §bresource §bpack
§b- §bWrote §ball §bdesktop §bemulation §bcode
§b- §bWrote §bEaglercraftXBungee
§b- §bWrote §bWebRTC §bRelay §bServer
§b- §bWrote §bthe §bpatch §band §bbuild §bsystem
§bayunami2000:
§b- §bMany §bbug §bfixes
§b- §bWebRTC §bLAN §bworlds
§b- §bAdded §bresource §bpacks
§b- §bAdded §bscreen §brecording
§b- §bAdded §bseamless §bfullscreen
§b- §bCreated §bthe §breplit

View File

@ -0,0 +1,33 @@
§bExperimental §bVisGraph
§b~~~~~~~~~~~~~~~~~~~~~~~~
§bChanges:
§b- §bUses §bdifferent §bBitSet §boperations §bfor §bboth §bopaque §band
§bvisible §bblocks
§b- §bUses §bIntStack §binstead §bof §bLinkedList, §bincreases
§bperformance §bon §blarger §brender §bdistances
§b- §bKeeps §btrack §bof §btotal §bnumber §bof §btransparent §bblocks
§b- §bStores §bprecomputed §bvisibility §bdata §band §bvisibility §bstate
§b- §bChecks §bif §bvisibility §bupdate §bis §bactually §bneeded
§b- §bSeperate §bfunctions §bfor §bgetting §bvisible §bfaces §bfrom §ba
§bblock §bposition

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

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@ -0,0 +1,36 @@
#line 2
/*
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
uniform vec4 u_colorBias4f;
void main() {
output4f = texture(u_inputTexture, v_texCoord2f) * v_color4f + u_colorBias4f;
if(output4f.a < 0.004) {
discard;
}
}

View File

@ -0,0 +1,53 @@
#line 2
/*
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
layout(location = 0) in vec3 a_position3f;
layout(location = 1) in vec2 c_position2i;
layout(location = 2) in vec2 c_coords2i;
layout(location = 3) in vec4 c_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
uniform mat4 u_matrixTransform;
uniform vec2 u_charSize2f;
uniform vec2 u_charCoordSize2f;
uniform vec4 u_color4f;
void main() {
v_color4f = c_color4f.bgra;
float shadowBit = a_position3f.z;
float boldBit = shadowBit >= 0.5 ? 1.0 : 0.0;
shadowBit -= boldBit * 0.5;
v_color4f.rgb *= (1.0 - shadowBit * 3.0);
v_texCoord2f = (c_coords2i + a_position3f.xy) * u_charCoordSize2f;
vec2 pos2d = c_position2i + vec2(shadowBit * 4.0);
pos2d += a_position3f.xy * u_charSize2f;
pos2d.x += boldBit;
float italicBit = v_color4f.a >= 0.5 ? 2.0 : 0.0;
v_color4f.a -= italicBit * 0.25;
pos2d.x -= (a_position3f.y - 0.5) * italicBit;
v_color4f.a *= 2.0;
v_color4f *= u_color4f;
gl_Position = u_matrixTransform * vec4(pos2d, 0.0, 1.0);
}

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@ -0,0 +1,35 @@
#line 2
/*
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
void main() {
output4f = texture(u_inputTexture, v_texCoord2f) * v_color4f;
if(output4f.a < 0.004) {
discard;
}
}

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@ -0,0 +1,61 @@
#line 2
/*
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
layout(location = 0) in vec2 a_position2f;
layout(location = 1) in vec3 p_position3f;
layout(location = 2) in vec2 p_texCoords2i;
layout(location = 3) in vec2 p_lightMap2f;
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
layout(location = 5) in vec4 p_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
uniform mat4 u_matrixTransform;
uniform vec3 u_texCoordSize2f_particleSize1f;
uniform vec4 u_transformParam_1_2_3_4_f;
uniform float u_transformParam_5_f;
uniform vec4 u_color4f;
uniform sampler2D u_lightmapTexture;
void main() {
v_color4f = u_color4f * p_color4f.bgra * texture(u_lightmapTexture, p_lightMap2f);
vec2 tex2f = a_position2f * 0.5 + 0.5;
tex2f.y = 1.0 - tex2f.y;
tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
vec3 pos3f = p_position3f;
vec2 spos2f = a_position2f * particleSize;
pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x;
pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y;
pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y;
pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x;
pos3f.z += u_transformParam_5_f * spos2f.y;
gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
}

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#line 2
/*
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
in vec4 v_position4f;
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 v_texture2f;
#endif
uniform vec4 u_color4f;
#ifdef COMPILE_BLEND_ADD
uniform vec4 u_colorBlendSrc4f;
uniform vec4 u_colorBlendAdd4f;
#endif
#ifdef COMPILE_COLOR_ATTRIB
in vec4 v_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
in vec3 v_normal3f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 v_lightmap2f;
#endif
#ifdef COMPILE_ENABLE_TEXTURE2D
uniform sampler2D u_samplerTexture;
#if !defined(COMPILE_TEXTURE_ATTRIB) && !defined(COMPILE_ENABLE_TEX_GEN)
uniform vec2 u_textureCoords01;
#endif
#endif
#ifdef COMPILE_ENABLE_LIGHTMAP
uniform sampler2D u_samplerLightmap;
#ifndef COMPILE_LIGHTMAP_ATTRIB
uniform vec2 u_textureCoords02;
#endif
#endif
#ifdef COMPILE_ENABLE_ALPHA_TEST
uniform float u_alphaTestRef1f;
#endif
#ifdef COMPILE_ENABLE_MC_LIGHTING
uniform int u_lightsEnabled1i;
uniform vec4 u_lightsDirections4fv[4];
uniform vec3 u_lightsAmbient3f;
#ifndef COMPILE_NORMAL_ATTRIB
uniform vec3 u_uniformNormal3f;
#endif
#endif
#ifdef COMPILE_ENABLE_FOG
uniform vec4 u_fogParameters4f;
uniform vec4 u_fogColor4f;
#endif
#ifdef COMPILE_ENABLE_TEX_GEN
in vec3 v_objectPosition3f;
uniform ivec4 u_texGenPlane4i;
uniform vec4 u_texGenS4f;
uniform vec4 u_texGenT4f;
uniform vec4 u_texGenR4f;
uniform vec4 u_texGenQ4f;
uniform mat4 u_textureMat4f01;
#endif
#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
uniform vec2 u_textureAnisotropicFix;
#endif
layout(location = 0) out vec4 output4f;
void main() {
#ifdef COMPILE_COLOR_ATTRIB
vec4 color = v_color4f * u_color4f;
#else
vec4 color = u_color4f;
#endif
#ifdef COMPILE_ENABLE_TEX_GEN
vec4 texGenVector;
vec4 texGenPosSrc[2];
texGenPosSrc[0] = vec4(v_objectPosition3f, 1.0);
texGenPosSrc[1] = v_position4f;
texGenVector.x = dot(texGenPosSrc[u_texGenPlane4i.x], u_texGenS4f);
texGenVector.y = dot(texGenPosSrc[u_texGenPlane4i.y], u_texGenT4f);
texGenVector.z = dot(texGenPosSrc[u_texGenPlane4i.z], u_texGenR4f);
texGenVector.w = dot(texGenPosSrc[u_texGenPlane4i.w], u_texGenQ4f);
texGenVector = u_textureMat4f01 * texGenVector;
color *= texture(u_samplerTexture, texGenVector.xy / texGenVector.w);
#ifdef COMPILE_ENABLE_ALPHA_TEST
if(color.a < u_alphaTestRef1f) discard;
#endif
#else
#ifdef COMPILE_ENABLE_TEXTURE2D
#ifdef COMPILE_TEXTURE_ATTRIB
#ifdef COMPILE_ENABLE_ANISOTROPIC_FIX
// d3d11 doesn't support GL_NEAREST upscaling with anisotropic
// filtering enabled, so it needs this stupid fix to 'work'
vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5;
color *= texture(u_samplerTexture, uv / u_textureAnisotropicFix);
#else
color *= texture(u_samplerTexture, v_texture2f);
#endif
#else
color *= texture(u_samplerTexture, u_textureCoords01);
#endif
#endif
#ifdef COMPILE_ENABLE_LIGHTMAP
#ifdef COMPILE_LIGHTMAP_ATTRIB
color *= texture(u_samplerLightmap, v_lightmap2f);
#else
color *= texture(u_samplerLightmap, u_textureCoords02);
#endif
#endif
#ifdef COMPILE_BLEND_ADD
color = color * u_colorBlendSrc4f + u_colorBlendAdd4f;
#endif
#ifdef COMPILE_ENABLE_ALPHA_TEST
if(color.a < u_alphaTestRef1f) discard;
#endif
#endif
#ifdef COMPILE_ENABLE_MC_LIGHTING
#ifdef COMPILE_NORMAL_ATTRIB
vec3 normal = normalize(v_normal3f);
#else
vec3 normal = u_uniformNormal3f;
#endif
float diffuse = 0.0;
vec4 light;
for(int i = 0; i < u_lightsEnabled1i; ++i) {
light = u_lightsDirections4fv[i];
diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
}
color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0);
#endif
#ifdef COMPILE_ENABLE_FOG
vec3 fogPos = v_position4f.xyz / v_position4f.w;
float dist = sqrt(dot(fogPos, fogPos));
float fogDensity = u_fogParameters4f.y;
float fogStart = u_fogParameters4f.z;
float fogEnd = u_fogParameters4f.w;
float f = u_fogParameters4f.x > 0.0 ? 1.0 - exp(-fogDensity * dist) :
(dist - fogStart) / (fogEnd - fogStart);
color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a);
#endif
output4f = color;
}

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#line 2
/*
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
in vec3 a_position3f;
#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
#define _COMPILE_VARYING_POSITION
#endif
#ifdef _COMPILE_VARYING_POSITION
out vec4 v_position4f;
#endif
#ifdef COMPILE_ENABLE_TEX_GEN
out vec3 v_objectPosition3f;
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 a_texture2f;
out vec2 v_texture2f;
uniform mat4 u_textureMat4f01;
#endif
#ifdef COMPILE_COLOR_ATTRIB
in vec4 a_color4f;
out vec4 v_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
in vec4 a_normal4f;
out vec3 v_normal3f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 a_lightmap2f;
out vec2 v_lightmap2f;
uniform mat4 u_textureMat4f02;
#endif
#ifdef _COMPILE_VARYING_POSITION
uniform mat4 u_modelviewMat4f;
uniform mat4 u_projectionMat4f;
#else
uniform mat4 u_modelviewProjMat4f;
#ifdef COMPILE_NORMAL_ATTRIB
uniform mat4 u_modelviewMat4f;
#endif
#endif
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
void main() {
#ifdef COMPILE_ENABLE_TEX_GEN
v_objectPosition3f = a_position3f;
#endif
#ifdef _COMPILE_VARYING_POSITION
v_position4f = u_modelviewMat4f * vec4(a_position3f, 1.0);
#endif
#ifdef COMPILE_TEXTURE_ATTRIB
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
#endif
#ifdef COMPILE_COLOR_ATTRIB
v_color4f = a_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
vec3 v_lightmapTmp3f = TEX_MAT3(u_textureMat4f02) * vec3(a_lightmap2f, 1.0);
v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
#endif
#ifdef _COMPILE_VARYING_POSITION
gl_Position = u_projectionMat4f * v_position4f;
#else
gl_Position = u_modelviewProjMat4f * vec4(a_position3f, 1.0);
#endif
}

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#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
layout(location = 0) in vec2 a_position2f;
layout(location = 1) in vec3 p_position3f;
layout(location = 2) in vec2 p_texCoords2i;
layout(location = 3) in vec2 p_lightMap2f;
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
layout(location = 5) in vec4 p_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
out vec2 v_lightmap2f;
#ifdef COMPILE_FORWARD_VSH
out vec4 v_position4f;
uniform mat4 u_modelViewMatrix4f;
uniform mat4 u_projectionMatrix4f;
#endif
#ifdef COMPILE_GBUFFER_VSH
uniform mat4 u_matrixTransform;
#endif
uniform vec3 u_texCoordSize2f_particleSize1f;
uniform vec4 u_transformParam_1_2_3_4_f;
uniform float u_transformParam_5_f;
void main() {
v_color4f = p_color4f.bgra;
v_lightmap2f = p_lightMap2f;
vec2 tex2f = a_position2f * 0.5 + 0.5;
tex2f.y = 1.0 - tex2f.y;
tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
vec3 pos3f = p_position3f;
vec2 spos2f = a_position2f * particleSize;
pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x;
pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y;
pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y;
pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x;
pos3f.z += u_transformParam_5_f * spos2f.y;
#ifdef COMPILE_GBUFFER_VSH
gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
#endif
#ifdef COMPILE_FORWARD_VSH
v_position4f = u_modelViewMatrix4f * vec4(pos3f, 1.0);
gl_Position = u_projectionMatrix4f * v_position4f;
#endif
}

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#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
precision highp sampler2DShadow;
in vec4 v_position4f;
in vec2 v_texCoord2f;
in vec4 v_color4f;
in vec2 v_lightmap2f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_diffuseTexture;
uniform vec2 u_textureYScale2f;
uniform mat4 u_inverseViewMatrix4f;
#ifdef COMPILE_DYNAMIC_LIGHTS
struct DynamicLight {
mediump vec4 u_lightPosition4f;
mediump vec4 u_lightColor4f;
};
layout(std140) uniform u_chunkLightingData {
mediump int u_dynamicLightCount1i;
mediump int _paddingA_;
mediump int _paddingB_;
mediump int _paddingC_;
DynamicLight u_dynamicLightArray[12];
};
#endif
layout(std140) uniform u_worldLightingData {
mediump vec4 u_sunDirection4f;
mediump vec4 u_sunColor3f_sky1f;
mediump vec4 u_fogParameters4f;
mediump vec4 u_fogColorLight4f;
mediump vec4 u_fogColorDark4f;
mediump vec4 u_fogColorAddSun4f;
mediump vec4 u_blockSkySunDynamicLightFac4f;
#ifdef COMPILE_SUN_SHADOW_LOD0
mediump mat4 u_sunShadowMatrixLOD04f;
#define DO_COMPILE_SUN_SHADOWS
#define SUN_SHADOW_MAP_FRAC 1.0
#endif
#ifdef COMPILE_SUN_SHADOW_LOD1
mediump mat4 u_sunShadowMatrixLOD04f;
mediump mat4 u_sunShadowMatrixLOD14f;
#define DO_COMPILE_SUN_SHADOWS
#define SUN_SHADOW_MAP_FRAC 0.5
#endif
#ifdef COMPILE_SUN_SHADOW_LOD2
mediump mat4 u_sunShadowMatrixLOD04f;
mediump mat4 u_sunShadowMatrixLOD14f;
mediump mat4 u_sunShadowMatrixLOD24f;
#define DO_COMPILE_SUN_SHADOWS
#define SUN_SHADOW_MAP_FRAC 0.3333333
#endif
};
uniform sampler2D u_samplerNormalMaterial;
uniform sampler2D u_metalsLUT;
#define LIB_INCLUDE_PBR_LIGHTING_FUNCTION
#define LIB_INCLUDE_PBR_LIGHTING_PREFETCH
#EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_lighting.glsl"
uniform sampler2D u_irradianceMap;
#ifdef DO_COMPILE_SUN_SHADOWS
uniform sampler2DShadow u_sunShadowDepthTexture;
#endif
void main() {
vec4 worldPosition4f;
vec4 worldDirection4f;
vec4 diffuseColor4f;
vec3 normalVector3f;
vec2 lightmapCoords2f;
vec3 materialData3f;
// =========== RESOLVE CONSTANTS ============ //
worldPosition4f = u_inverseViewMatrix4f * v_position4f;
worldPosition4f.xyz /= worldPosition4f.w;
worldPosition4f.w = 1.0;
worldDirection4f = u_inverseViewMatrix4f * vec4(v_position4f.xyz / v_position4f.w, 0.0);
worldDirection4f.xyz = normalize(worldDirection4f.xyz);
lightmapCoords2f = v_lightmap2f;
normalVector3f = normalize(u_inverseViewMatrix4f[2].xyz);
// ========= CALCULATE DIFFUSE COLOR ========== //
diffuseColor4f = texture(u_diffuseTexture, v_texCoord2f) * v_color4f;
// ============= ALPHA TEST ============== //
if(diffuseColor4f.a < 0.004) discard;
// ========== RESOLVE MATERIALS =========== //
materialData3f = texture(u_samplerNormalMaterial, vec2(v_texCoord2f.x, v_texCoord2f.y * u_textureYScale2f.x + u_textureYScale2f.y)).rgb;
vec3 metalN, metalK;
PREFETCH_METALS(diffuseColor4f.rgb, materialData3f.g, metalN, metalK)
// ============ SUN LIGHTING ============== //
diffuseColor4f.rgb *= diffuseColor4f.rgb;
vec3 lightColor3f = vec3(0.0);
if(dot(u_sunDirection4f.xyz, normalVector3f) > 0.0 && lightmapCoords2f.g > 0.5 &&
(u_sunColor3f_sky1f.r + u_sunColor3f_sky1f.g + u_sunColor3f_sky1f.b) > 0.001) {
#ifdef DO_COMPILE_SUN_SHADOWS
// ========== SUN SHADOW: LOD0 ============ //
float skyLight = max(lightmapCoords2f.g * 2.0 - 1.0, 0.0);
float shadowSample = 1.0;
vec4 shadowWorldPos4f = worldPosition4f;
shadowWorldPos4f.xyz += normalVector3f * 0.05;
vec4 shadowTexPos4f;
vec2 tmpVec2;
for(;;) {
shadowTexPos4f = u_sunShadowMatrixLOD04f * shadowWorldPos4f;
if(shadowTexPos4f.xyz == clamp(shadowTexPos4f.xyz, vec3(0.005), vec3(0.995))) {
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowTexPos4f.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowTexPos4f.z), 0.0);
break;
}
#if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2)
shadowTexPos4f = u_sunShadowMatrixLOD14f * shadowWorldPos4f;
if(shadowTexPos4f.xyz == clamp(shadowTexPos4f.xyz, vec3(0.005), vec3(0.995))) {
shadowTexPos4f.y += 1.0;
shadowTexPos4f.y *= SUN_SHADOW_MAP_FRAC;
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowTexPos4f.xy, shadowTexPos4f.z + 0.00015), 0.0);
break;
}
#endif
#ifdef COMPILE_SUN_SHADOW_LOD2
shadowTexPos4f = u_sunShadowMatrixLOD24f * shadowWorldPos4f;
if(shadowTexPos4f.xyz == clamp(shadowTexPos4f.xyz, vec3(0.005), vec3(0.995))) {
shadowTexPos4f.y += 2.0;
shadowTexPos4f.y *= SUN_SHADOW_MAP_FRAC;
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowTexPos4f.xy, shadowTexPos4f.z + 0.00015), 0.0);
}
#endif
break;
}
#endif
lightColor3f = u_sunColor3f_sky1f.rgb * max(lightmapCoords2f.g * 2.0 - 1.0, 0.0);
#ifdef DO_COMPILE_SUN_SHADOWS
lightColor3f *= shadowSample * skyLight;
#endif
vec3 normalWrap3f = normalVector3f * (dot(-worldDirection4f.xyz, normalVector3f) < 0.0 ? -1.0 : 1.0);
lightColor3f = eaglercraftLighting(diffuseColor4f.rgb, lightColor3f, -worldDirection4f.xyz, u_sunDirection4f.xyz, normalWrap3f, materialData3f, metalN, metalK) * u_blockSkySunDynamicLightFac4f.z;
}
// =========== IRRADIANCE MAP =========== //
lightmapCoords2f *= lightmapCoords2f;
vec3 irradianceMapSamplePos2f = normalVector3f;
irradianceMapSamplePos2f.xz /= abs(irradianceMapSamplePos2f.y) + 1.0;
float dst = 1.0 - dot(irradianceMapSamplePos2f.xz, irradianceMapSamplePos2f.xz);
dst *= dst;
irradianceMapSamplePos2f.xz *= 0.975;
vec3 skyLight = vec3(sqrt(0.01 + max(u_sunDirection4f.w, 0.0)));
if(dst < 0.005) {
vec4 sample1 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, 0.25) + vec2(0.5, 0.25), 0.0);
vec4 sample2 = textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz * vec2(0.5, -0.25) + vec2(0.5, 0.75), 0.0);
skyLight += mix(sample1.rgb, sample2.rgb, smoothstep(0.0, 1.0, irradianceMapSamplePos2f.y * -12.5 + 0.5)).rgb;
}else {
irradianceMapSamplePos2f.xz *= vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : -0.25);
irradianceMapSamplePos2f.xz += vec2(0.5, irradianceMapSamplePos2f.y > 0.0 ? 0.25 : 0.75);
skyLight += textureLod(u_irradianceMap, irradianceMapSamplePos2f.xz, 0.0).rgb;
}
skyLight *= lightmapCoords2f.g * u_sunColor3f_sky1f.w;
#ifdef COMPILE_DYNAMIC_LIGHTS
// =========== DYNAMIC LIGHTING =========== //
vec3 dlightDist3f, dlightDir3f, dlightColor3f;
int safeLightCount = u_dynamicLightCount1i > 12 ? 0 : u_dynamicLightCount1i; // hate this
for(int i = 0; i < safeLightCount; ++i) {
dlightDist3f = worldPosition4f.xyz - u_dynamicLightArray[i].u_lightPosition4f.xyz;
dlightDir3f = normalize(dlightDist3f);
dlightDir3f = dlightDir3f * (dot(dlightDir3f, normalVector3f) < 0.0 ? 1.0 : -1.0);
dlightDir3f = materialData3f.b == 1.0 ? normalVector3f : -dlightDir3f;
if(dot(dlightDir3f, normalVector3f) <= 0.0) {
continue;
}
dlightColor3f = u_dynamicLightArray[i].u_lightColor4f.rgb / dot(dlightDist3f, dlightDist3f);
if(dlightColor3f.r + dlightColor3f.g + dlightColor3f.b < 0.025) {
continue;
}
lightColor3f += eaglercraftLighting(diffuseColor4f.rgb, dlightColor3f, -worldDirection4f.xyz, dlightDir3f, normalVector3f, materialData3f, metalN, metalK) * u_blockSkySunDynamicLightFac4f.w;
}
#endif
// ============ OUTPUT COLOR ============== //
vec3 blockLight = lightmapCoords2f.r * vec3(1.0, 0.5809, 0.2433) * 2.0 * u_blockSkySunDynamicLightFac4f.x;
skyLight *= u_blockSkySunDynamicLightFac4f.y;
float emissive = materialData3f.b == 1.0 ? 0.0 : materialData3f.b;
diffuseColor4f.rgb *= max(skyLight + blockLight, vec3(emissive * emissive * 20.0 + 0.075)) * 0.075;
diffuseColor4f.rgb += lightColor3f;
output4f = vec4(diffuseColor4f.rgb * diffuseColor4f.a, diffuseColor4f.a);
}

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#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
in vec2 v_texCoord2f;
in vec4 v_color4f;
in vec2 v_lightmap2f;
layout(location = 0) out vec4 gbufferColor4f;
layout(location = 1) out vec4 gbufferNormal4f;
layout(location = 2) out vec4 gbufferMaterial4f;
uniform sampler2D u_diffuseTexture;
uniform sampler2D u_samplerNormalMaterial;
uniform vec2 u_textureYScale2f;
void main() {
vec4 diffuseRGBA = texture(u_diffuseTexture, v_texCoord2f) * v_color4f;
if(diffuseRGBA.a < 0.004) {
discard;
}
gbufferColor4f = vec4(diffuseRGBA.rgb, v_lightmap2f.r);
gbufferNormal4f = vec4(0.5, 0.5, 1.0, v_lightmap2f.g);
gbufferMaterial4f = vec4(texture(u_samplerNormalMaterial, vec2(v_texCoord2f.x, v_texCoord2f.y * u_textureYScale2f.x + u_textureYScale2f.y)).rgb, 1.0);
}

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these are just low quality fallback material textures for the default vanilla resource pack when no PBR resource pack is loaded, if you would like to make a PBR resource pack put your _n and _s textures in the "/assets/minecraft/textures/" directory of your zip file, do not modify any files within "/assets/eagler/glsl/deferred/assets_pbr/textures/" because they will not be recognized

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