commit 623da7ba4add56e6e285f034de99506e99e41c54 Author: rudzik8 Date: Mon Jun 6 12:01:40 2022 +0700 Initial commit diff --git a/README.md b/README.md new file mode 100644 index 0000000..d0be46a --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +# Presence (tiny experimental shader project for MT) 5.5.1 + +Yeah! Presence shader by random_geek, now done as diff patch! Apply to MINETESTFOLDER/client/shaders/nodes_shader/opengl_vertex.glsl (and backup that file before patching, of course). \ No newline at end of file diff --git a/presence-5.5.1.txt b/presence-5.5.1.txt new file mode 100644 index 0000000..83f02cf --- /dev/null +++ b/presence-5.5.1.txt @@ -0,0 +1,21 @@ +45a46,51 +> +> // random-geek's colour definitions, for use with colour tinting. +> const vec3 sunEffect = vec3(1.0, 0.8, 0.4); +> const vec3 orange = vec3(1.0, 0.89, 0.75); +> const vec3 cyan = vec3(0.75, 0.89, 1.0); +> +48a55,57 +> // random-geek's custom daylight. Colour temperature is based on amount of light, with intermediate values (dusk and dawn) being the most orange. +> vec3 globalSun = dayLight.rgb * mix(vec3(1.0), sunEffect, -2.25 * abs(dayLight.r - 0.5) + 1); +> +184a194,202 +> +> // random-geek's contrast; makes lights lighter and darks darker for better clarity. +> float light = max(color.r, max(color.g, color.b)); +> float lightNew = 0.75*(light-0.5)/(abs(light-0.5) + 0.25) + 0.5; +> color.rgb *= lightNew/light; +> +> // random-geek's colour grading; adds blue to darker areas and orange to lighter areas. +> color.rgb *= mix(cyan, orange, pow(lightNew, 2 +>