Update to EaglercraftX 1.8 u35
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@ -170,7 +170,7 @@ void main() {
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#ifdef COMPILE_ENABLE_FOG
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vec3 fogPos = v_position4f.xyz / v_position4f.w;
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float dist = sqrt(dot(fogPos, fogPos));
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float dist = length(fogPos);
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float fogDensity = u_fogParameters4f.y;
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float fogStart = u_fogParameters4f.z;
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float fogEnd = u_fogParameters4f.w;
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@ -69,7 +69,7 @@ void main() {
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fragPos4f.xyz /= fragPos4f.w;
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fragPos4f.w = 1.0;
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float l = sqrt(dot(fragPos4f.xyz, fragPos4f.xyz));
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float l = length(fragPos4f.xyz);
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#ifdef COMPILE_FOG_LINEAR
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float f = (l - u_linearFogParam2f.x) / (u_linearFogParam2f.y - u_linearFogParam2f.x);
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#else
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@ -431,7 +431,7 @@ void main() {
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float type = u_fogParameters4f.x - atmos;
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fogBlend4f = mix(u_fogColorLight4f, u_fogColorDark4f, lightmapCoords2f.g);
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float l = sqrt(dot(v_position4f.xyz, v_position4f.xyz));
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float l = length(v_position4f.xyz);
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if(type == 1.0) {
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f = (l - u_fogParameters4f.z) / (u_fogParameters4f.w - u_fogParameters4f.z);
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}else {
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@ -292,7 +292,7 @@ void main() {
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fogFade = mix(u_fogColorDark4f.a, u_fogColorLight4f.a, lightmapCoords2f.g);
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float f;
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float l = sqrt(dot(v_position4f.xyz, v_position4f.xyz));
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float l = length(v_position4f.xyz);
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if(type == 1.0) {
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f = (l - u_fogParameters4f.z) / (u_fogParameters4f.w - u_fogParameters4f.z);
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}else {
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@ -397,7 +397,7 @@ void main() {
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float type = u_fogParameters4f.x - atmos;
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fogBlend4f = mix(u_fogColorLight4f, u_fogColorDark4f, lightmapCoords2f.g);
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float f, l = sqrt(dot(v_position4f.xyz, v_position4f.xyz));
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float f, l = length(v_position4f.xyz);
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if(type == 1.0) {
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f = (l - u_fogParameters4f.z) / (u_fogParameters4f.w - u_fogParameters4f.z);
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}else {
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@ -1,7 +1,7 @@
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{
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"name": "§eHigh Performance PBR",
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"desc": "Pack made from scratch specifically for this client, designed to give what I call the best balance between quality and performance possible in a browser but obviously that's just my opinion",
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"vers": "1.2.0",
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"vers": "1.2.1",
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"author": "lax1dude",
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"api_vers": 1,
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"features": [
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@ -48,7 +48,9 @@ void main() {
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}
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vec4 light;
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float blockLight = v_lightmap2f.x;
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float diffuse = 0.0;
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float len;
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if(u_dynamicLightCount1i > 0) {
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vec4 worldPosition4f = u_inverseViewMatrix4f * v_position4f;
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worldPosition4f.xyz /= worldPosition4f.w;
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@ -57,11 +59,13 @@ void main() {
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for(int i = 0; i < safeLightCount; ++i) {
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light = u_dynamicLightArray[i];
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light.xyz = light.xyz - worldPosition4f.xyz;
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diffuse += max(dot(normalize(light.xyz), normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - sqrt(dot(light.xyz, light.xyz)), 0.0);
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len = length(light.xyz);
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diffuse += max(dot(light.xyz / len, normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - len, 0.0);
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}
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blockLight = min(blockLight + diffuse * 0.066667, 1.0);
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}
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color *= texture(u_lightmapTexture, vec2(min(v_lightmap2f.x + diffuse * 0.066667, 1.0), v_lightmap2f.y));
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color *= texture(u_lightmapTexture, vec2(blockLight, v_lightmap2f.y));
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output4f = color;
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}
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@ -152,6 +152,12 @@ void main() {
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#ifdef COMPILE_ENABLE_LIGHTMAP
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float diffuse = 0.0;
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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float blockLight = v_lightmap2f.x;
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#else
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float blockLight = u_textureCoords02.x;
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#endif
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float len;
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vec4 light;
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if(u_dynamicLightCount1i > 0) {
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vec4 worldPosition4f = u_inverseViewMatrix4f * v_position4f;
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@ -161,13 +167,15 @@ void main() {
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for(int i = 0; i < safeLightCount; ++i) {
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light = u_dynamicLightArray[i];
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light.xyz = light.xyz - worldPosition4f.xyz;
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diffuse += max(dot(normalize(light.xyz), normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - sqrt(dot(light.xyz, light.xyz)), 0.0);
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len = length(light.xyz);
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diffuse += max(dot(light.xyz / len, normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - len, 0.0);
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}
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blockLight = min(blockLight + diffuse * 0.066667, 1.0);
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}
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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color *= texture(u_samplerLightmap, vec2(min(v_lightmap2f.x + diffuse * 0.066667, 1.0), v_lightmap2f.y));
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color *= texture(u_samplerLightmap, vec2(blockLight, v_lightmap2f.y));
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#else
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color *= texture(u_samplerLightmap, vec2(min(u_textureCoords02.x + diffuse * 0.066667, 1.0), u_textureCoords02.y));
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color *= texture(u_samplerLightmap, vec2(blockLight, u_textureCoords02.y));
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#endif
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#endif
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@ -0,0 +1,2 @@
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# Change to 0 to disable blur
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enable_blur=1
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@ -1 +1 @@
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{"pluginName":"EaglercraftXBungee","pluginVersion":"1.2.5","pluginButton":"Download \"EaglerXBungee-1.2.5.jar\"","pluginFilename":"EaglerXBungee.zip"}
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{"pluginName":"EaglercraftXBungee","pluginVersion":"1.2.6","pluginButton":"Download \"EaglerXBungee-1.2.6.jar\"","pluginFilename":"EaglerXBungee.zip"}
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@ -23,14 +23,14 @@
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### To compile the latest version of the client, on Windows:
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1. Make sure you have at least Java 11 installed and added to your PATH, its is recommended to use Java 17
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1. Make sure you have at least Java 11 installed and added to your PATH, it is recommended to use Java 17
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2. Download (clone) this repository to your computer
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3. Double click `CompileLatestClient.bat`, a GUI resembling a classic windows installer should open
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4. Follow the steps shown to you in the new window to finish compiling
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### To compile the latest version of the client, on Linux/macOS:
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1. Make sure you have at least Java 11 installed, its is recommended to use Java 17
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1. Make sure you have at least Java 11 installed, it is recommended to use Java 17
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2. Download (clone) this repository to your computer
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3. Open a terminal in the folder the repository was cloned to
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4. Type `chmod +x CompileLatestClient.sh` and hit enter
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@ -63,6 +63,12 @@ EaglercraftX 1.8 includes a deferred physically-based renderer modeled after the
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EaglercraftX 1.8 includes an integrated voice-chat service that can be used in shared worlds and also on multiplayer servers when it is enabled by the server owner. This feature also uses WebRTC like shared worlds, so be careful that you don't leak your IP address accidentally by using it on a public server. If you own a website and don't want people to use voice chat on it, edit the `eaglercraftXOpts` variable in your index.html and add `allowVoiceClient: false`.
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## Resource Packs
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EaglercraftX 1.8 allows you to use any vanilla Minecraft 1.8 resource pack in your browser by importing it as a zip file, resource packs are saved to your browser's local storage and are saved between page refreshes. This can be used to add the original C418 soundtrack back into the game, download and import [this pack](https://bafybeiayojww5jfyzvlmtuk7l5ufkt7nlfto7mhwmzf2vs4bvsjd5ouiuq.ipfs.nftstorage.link/?filename=Music_For_Eaglercraft.zip) to add music back to Eaglercraft. A known bug with the debug desktop runtime is that sound files in resource packs do not play, this may be fixed in the future but is not a high priority issue.
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If you are creating a resource pack and want to disable the blur filter on the main menu panorama, create a file called `assets/minecraft/textures/gui/title/background/enable_blur.txt` in your pack and set it's contents to `enable_blur=0`
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## Making a Server
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To make a server for EaglercraftX 1.8 the recommended software to use is EaglercraftXBungee ("EaglerXBungee") which is included in this repository in the `gateway/EaglercraftXBungee` folder. This is a plugin designed to be used with BungeeCord to allow Eaglercraft players to join your BungeeCord server. It is assumed that the reader already knows what BungeeCord is and has a working server set up that is joinable via java edition. If you don't know what BungeeCord is, please research the topic yourself first before continuing. Waterfall and FlameCord have also been tested, but EaglerXBungee was natively compiled against BungeeCord.
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@ -156,6 +162,7 @@ The default eaglercraftXOpts values is this:
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- `allowVoiceClient:` can be used to disable the voice chat feature
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- `allowFNAWSkins:` can be used to disable the high poly FNAW skins
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- `localStorageNamespace:` can be used to change the prefix of the local storage keys (Default: `"_eaglercraftX"`)
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- `enableMinceraft:` can be used to disable the "Minceraft" title screen
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- `hooks:` can be used to define JavaScript callbacks for certain events
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* `localStorageSaved:` JavaScript callback to save local storage keys
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* `localStorageLoaded:` JavaScript callback to load local storage keys
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