additional patches (2)

This commit is contained in:
lax1dude 2023-11-04 02:30:18 -07:00
parent 9672bed9d2
commit 3370e51d0b
9 changed files with 20 additions and 19 deletions

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@ -9,14 +9,14 @@
Eaglercraft is real Minecraft 1.5.2 that you can play in any regular web browser. That includes school chromebooks, it works on all chromebooks. It supports both singleplayer and multiplayer.
# New in Service Pack 1:
**Huge FPS boosts, lessons learned during the development of 1.8 have been applied to 1.5, and [ayunami2000](https://github.com/ayunami2000/) added basic support for resource packs. Update your unblocked game websites ASAP for the best user experience on slow hardware.**
**Huge FPS boosts, lessons learned during the development of EaglercraftX 1.8 have been applied to 1.5, and [ayunami2000](https://github.com/ayunami2000/) added basic support for resource packs. Update your unblocked game websites ASAP for the best user experience on slow hardware.**
- fixed sunrise/sunset fog color
- better optimized pipeline shader
- backported 1.8's state management
- backported 1.8's buffer streaming
- backported 1.8's hotbar FPS fix
- backported 1.8's double buffering
- backported 1.8's FXAA shader
- backported X's state management
- backported X's buffer streaming
- backported X's hotbar FPS fix
- backported X's double buffering
- backported X's FXAA shader
**The LAN world relay server is now bundled with the client, you can download it using a button in the "Network Settings" menu where LAN relays are configured. Hopefully this will prevent LAN worlds from ever becoming defunct once our default relay servers no longer exist.**

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@ -4,11 +4,11 @@
- resource packs §4(by §4ayunami2000)§r
- fixed sunrise/sunset fog color
- better optimized pipeline shader
- backported 1.8's state management
- backported 1.8's buffer streaming
- backported 1.8's hotbar FPS fix
- backported 1.8's double buffering
- backported 1.8's FXAA shader
- backported X's state management
- backported X's buffer streaming
- backported X's hotbar FPS fix
- backported X's double buffering
- backported X's FXAA shader
Release date: §910/27/2023§r

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@ -1,7 +1,7 @@
// copyright (c) 2020-2023 lax1dude
#line 7
#line 4
precision highp int;
precision highp sampler2D;
@ -129,7 +129,8 @@ in vec2 v_texture1;
out vec4 fragColor;
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
#define TEX_MAT4x3(mat4In) mat4x3(mat4In[0].xyw,mat4In[1].xyw,mat4In[2].xyw,mat4In[3].xyw)
void main(){
#ifdef CC_a_color
@ -148,8 +149,8 @@ void main(){
texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
texPos = matrix_t * texPos;
color *= texture(tex0, texPos.xy / texPos.w).bgra;
texPos.xyz = TEX_MAT4x3(matrix_t) * texPos;
color *= texture(tex0, texPos.xy / texPos.z).bgra;
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
@ -160,18 +161,18 @@ void main(){
#ifdef CC_a_texture0
#ifdef CC_patch_anisotropic
vec2 uv = (TEX_MAT3(matrix_t) * vec3(v_texture0, 1.0)).xy;
vec2 uv = TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0);
/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
vec4 texColor = texture(tex0, uv);
#else
vec4 texColor = texture(tex0, (TEX_MAT3(matrix_t) * vec3(v_texture0, 1.0)).xy);
vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0));
#endif
#else
vec4 texColor = texture(tex0, (TEX_MAT3(matrix_t) * vec3(texCoordV0, 1.0)).xy);
vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0));
#endif
#ifdef CC_swap_rb

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