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

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

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