additional patches (2)
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README.md
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README.md
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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.
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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.
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# New in Service Pack 1:
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# New in Service Pack 1:
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**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.**
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**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.**
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- fixed sunrise/sunset fog color
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- fixed sunrise/sunset fog color
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- better optimized pipeline shader
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- better optimized pipeline shader
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- backported 1.8's state management
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- backported X's state management
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- backported 1.8's buffer streaming
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- backported X's buffer streaming
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- backported 1.8's hotbar FPS fix
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- backported X's hotbar FPS fix
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- backported 1.8's double buffering
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- backported X's double buffering
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- backported 1.8's FXAA shader
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- backported X's FXAA shader
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**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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**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 @@
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- resource packs §4(by §4ayunami2000)§r
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- resource packs §4(by §4ayunami2000)§r
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- fixed sunrise/sunset fog color
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- fixed sunrise/sunset fog color
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- better optimized pipeline shader
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- better optimized pipeline shader
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- backported 1.8's state management
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- backported X's state management
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- backported 1.8's buffer streaming
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- backported X's buffer streaming
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- backported 1.8's hotbar FPS fix
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- backported X's hotbar FPS fix
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- backported 1.8's double buffering
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- backported X's double buffering
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- backported 1.8's FXAA shader
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- backported X's FXAA shader
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Release date: §910/27/2023§r
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Release date: §910/27/2023§r
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// copyright (c) 2020-2023 lax1dude
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// copyright (c) 2020-2023 lax1dude
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#line 7
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#line 4
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precision highp int;
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precision highp int;
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precision highp sampler2D;
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precision highp sampler2D;
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@ -129,7 +129,8 @@ in vec2 v_texture1;
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out vec4 fragColor;
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out vec4 fragColor;
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#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
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#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
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#define TEX_MAT4x3(mat4In) mat4x3(mat4In[0].xyw,mat4In[1].xyw,mat4In[2].xyw,mat4In[3].xyw)
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void main(){
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void main(){
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#ifdef CC_a_color
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#ifdef CC_a_color
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texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
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texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
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texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
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texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
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texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
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texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
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texPos = matrix_t * texPos;
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texPos.xyz = TEX_MAT4x3(matrix_t) * texPos;
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color *= texture(tex0, texPos.xy / texPos.w).bgra;
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color *= texture(tex0, texPos.xy / texPos.z).bgra;
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#ifdef CC_alphatest
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#ifdef CC_alphatest
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if(color.a < alphaTestF){
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if(color.a < alphaTestF){
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discard;
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discard;
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#ifdef CC_a_texture0
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#ifdef CC_a_texture0
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#ifdef CC_patch_anisotropic
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#ifdef CC_patch_anisotropic
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vec2 uv = (TEX_MAT3(matrix_t) * vec3(v_texture0, 1.0)).xy;
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vec2 uv = TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0);
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/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
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/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
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uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
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uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
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vec4 texColor = texture(tex0, uv);
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vec4 texColor = texture(tex0, uv);
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#else
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#else
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vec4 texColor = texture(tex0, (TEX_MAT3(matrix_t) * vec3(v_texture0, 1.0)).xy);
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0));
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#endif
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#endif
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#else
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#else
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vec4 texColor = texture(tex0, (TEX_MAT3(matrix_t) * vec3(texCoordV0, 1.0)).xy);
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vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0));
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#endif
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#endif
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#ifdef CC_swap_rb
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#ifdef CC_swap_rb
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