mirror of
https://github.com/Xiao-MoMi/Custom-Nameplates.git
synced 2025-12-30 20:29:07 +00:00
2.2.3.1
This commit is contained in:
@@ -55,6 +55,8 @@ public class ConfigManager extends Function {
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public static boolean enableImages;
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public static int default_width;
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public static boolean enable1_20_Unicode;
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public static boolean hideScoreboardNumber;
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public static boolean iaShaderSupport;
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@Override
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public void load(){
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@@ -95,6 +97,8 @@ public class ConfigManager extends Function {
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extractShader = section.getBoolean("extract-shader",true);
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extractBars = section.getBoolean("extract-bar-image",true);
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enable1_20_Unicode = section.getBoolean("support-1_20-unicodes",false);
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hideScoreboardNumber = section.getBoolean("hide-scoreboard-number",true);
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iaShaderSupport = section.getBoolean("ItemsAdder-text-effect-support",true);
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}
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}
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@@ -169,6 +169,75 @@ public class ResourceManager {
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plugin.saveResource(path + "rendertype_text.fsh", true);
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plugin.saveResource(path + "rendertype_text.json", true);
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plugin.saveResource(path + "rendertype_text.vsh", true);
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String line;
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StringBuilder sb = new StringBuilder();
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try (BufferedReader reader = new BufferedReader(
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new InputStreamReader(
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new FileInputStream(
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new File(plugin.getDataFolder(), path + "rendertype_text.vsh")
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), StandardCharsets.UTF_8
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)
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)) {
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while ((line = reader.readLine()) != null) {
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sb.append(line).append(System.lineSeparator());
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}
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} catch (IOException e) {
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e.printStackTrace();
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}
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File outPut = new File(plugin.getDataFolder(), path + "rendertype_text.vsh");
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try (BufferedWriter writer = new BufferedWriter(
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new OutputStreamWriter(new FileOutputStream(outPut), StandardCharsets.UTF_8))) {
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writer.write(sb.toString()
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.replace("{hide}", !ConfigManager.hideScoreboardNumber ? "" : "if (Position.z == 0.0\n" +
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" && gl_Position.x >= 0.94\n" +
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" && gl_Position.y >= -0.35\n" +
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" && vertexColor.g == 84.0/255.0\n" +
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" && vertexColor.g == 84.0/255.0\n" +
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" && vertexColor.r == 252.0/255.0\n" +
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" && gl_VertexID <= 7\n" +
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" ) {\n" +
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" gl_Position = ProjMat * ModelViewMat * vec4(ScreenSize + 100.0, 0.0, ScreenSize + 100.0);\n" +
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" }"
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)
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.replace("{IA}", !ConfigManager.iaShaderSupport ? "" : "if (Color.xyz == vec3(255., 255., 254.) / 255.) {\n" +
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" gl_Position = ProjMat * ModelViewMat * vertex;\n" +
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" vertexColor = ((.6 + .6 * cos(6. * (gl_Position.x + GameTime * 1000.) + vec4(0, 23, 21, 1))) + vec4(0., 0., 0., 1.)) * texelFetch(Sampler2, UV2 / 16, 0);\n" +
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" } else if(Color.xyz == vec3(255., 255., 253.) / 255.) {\n" +
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" gl_Position = ProjMat * ModelViewMat * vertex;\n" +
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" vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);\n" +
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" gl_Position.y = gl_Position.y + sin(GameTime * 12000. + (gl_Position.x * 6)) / 150.;\n" +
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" } else if (Color.xyz == vec3(255., 255., 252.) / 255.) {\n" +
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" gl_Position = ProjMat * ModelViewMat * vertex;\n" +
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" vertexColor = ((.6 + .6 * cos(6. * (gl_Position.x + GameTime * 1000.) + vec4(0, 23, 21, 1))) + vec4(0., 0., 0., 1.)) * texelFetch(Sampler2, UV2 / 16, 0);\n" +
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" gl_Position.y = gl_Position.y + sin(GameTime*12000. + (gl_Position.x*6)) / 150.;\n" +
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" } else if (Color.xyz == vec3(255., 255., 251.) / 255.) {\n" +
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" vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0);\n" +
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" float vertexId = mod(gl_VertexID, 4.0);\n" +
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" if (vertex.z <= 0.) {\n" +
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" if (vertexId == 3. || vertexId == 0.) vertex.y += cos(GameTime * 12000. / 4) * 0.1;\n" +
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" vertex.y += max(cos(GameTime*12000. / 4) * 0.1, 0.);\n" +
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" } else {\n" +
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" if (vertexId == 3. || vertexId == 0.) vertex.y -= cos(GameTime * 12000. / 4) * 3;\n" +
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" vertex.y -= max(cos(GameTime*12000. / 4) * 4, 0.);\n" +
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" }\n" +
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" gl_Position = ProjMat * ModelViewMat * vertex;\n" +
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" } else if (Color.xyz == vec3(255., 254., 254.) / 255.) {\n" +
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" float vertexId = mod(gl_VertexID, 4.0);\n" +
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" if (vertex.z <= 0.) {\n" +
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" if (vertexId == 3. || vertexId == 0.) vertex.y += cos(GameTime * 12000. / 4) * 0.1;\n" +
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" vertex.y += max(cos(GameTime*12000. / 4) * 0.1, 0.);\n" +
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" } else {\n" +
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" if (vertexId == 3. || vertexId == 0.) vertex.y -= cos(GameTime * 12000. / 4) * 3;\n" +
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" vertex.y -= max(cos(GameTime*12000. / 4) * 4, 0.);\n" +
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" }\n" +
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" vertexColor = ((.6 + .6 * cos(6. * (gl_Position.x + GameTime * 1000.) + vec4(0, 23, 21, 1))) + vec4(0., 0., 0., 1.)) * texelFetch(Sampler2, UV2 / 16, 0);\n" +
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" gl_Position = ProjMat * ModelViewMat * vertex;\n" +
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" }")
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);
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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if (ConfigManager.extractBars) {
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String path = "ResourcePack" + File.separator + "assets" + File.separator + "minecraft" + File.separator + "textures" + File.separator + "gui" + File.separator;
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@@ -1,4 +1,6 @@
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#version 150
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#moj_import <fog.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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@@ -7,56 +9,28 @@ in ivec2 UV2;
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uniform sampler2D Sampler0,Sampler2;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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uniform mat3 IViewRotMat;
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uniform float GameTime;
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uniform int FogShape;
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uniform vec2 ScreenSize;
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out float vertexDistance;
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flat out vec4 vertexColor;
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out vec2 texCoord0;
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void main(){
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vec4 vertex=vec4(Position, 1.0);
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if(Color.xyz==vec3(255., 255., 254.)/ 255.){
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(gl_Position=ProjMat*ModelViewMat*vertex);
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(vertexColor=((.6+.6*cos(6.*(gl_Position.x+GameTime*1000.)+vec4(0, 23, 21, 1)))+vec4(0., 0., 0., 1.))*texelFetch(Sampler2, UV2 / 16, 0));
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}else if(Color.xyz==vec3(255., 255., 253.)/ 255.){
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(gl_Position=ProjMat*ModelViewMat*vertex);
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(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));
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(gl_Position.y=gl_Position.y+sin(GameTime*12000.+(gl_Position.x*6))/ 150.);
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}else if(Color.xyz==vec3(255., 255., 252.)/ 255.){
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(gl_Position=ProjMat*ModelViewMat*vertex);
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(vertexColor=((.6+.6*cos(6.*(gl_Position.x+GameTime*1000.)+vec4(0, 23, 21, 1)))+vec4(0., 0., 0., 1.))*texelFetch(Sampler2, UV2 / 16, 0));
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(gl_Position.y=gl_Position.y+sin(GameTime*12000.+(gl_Position.x*6))/ 150.);
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}else if(Color.xyz==vec3(255., 255., 251.)/ 255.){
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(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));
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float vertexId = mod(gl_VertexID, 4.0);
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if(vertex.z <= 0.){
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if(vertexId==3.||vertexId==0.)vertex.y += cos(GameTime*12000. / 4)*0.1;
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vertex.y += max(cos(GameTime*12000. / 4)*0.1, 0.);
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}else{
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if(vertexId==3.||vertexId==0.)vertex.y-=cos(GameTime*12000. / 4)*3;
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vertex.y-=max(cos(GameTime*12000. / 4)*4, 0.);
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}
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(gl_Position=ProjMat*ModelViewMat*vertex);
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}else if(Color.xyz==vec3(255., 254., 254.)/ 255.){
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float vertexId = mod(gl_VertexID, 4.0);
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if(vertex.z <= 0.){
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if(vertexId==3.||vertexId==0.)vertex.y += cos(GameTime*12000. / 4)*0.1;
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vertex.y += max(cos(GameTime*12000. / 4)*0.1, 0.);
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}else{
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if(vertexId==3.||vertexId==0.)vertex.y-=cos(GameTime*12000. / 4)*3;
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vertex.y-=max(cos(GameTime*12000. / 4)*4, 0.);
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}
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(vertexColor=((.6+.6*cos(6.*(gl_Position.x+GameTime*1000.)+vec4(0, 23, 21, 1)))+vec4(0., 0., 0., 1.))*texelFetch(Sampler2, UV2 / 16, 0));
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(gl_Position=ProjMat*ModelViewMat*vertex);
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}else if(Color.xyz==vec3(255., 254., 253.)/ 255.){
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(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));
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vec4 vertex = vec4(Position, 1.0);
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vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
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texCoord0 = UV0;
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{IA}
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if (Color.xyz == vec3(255., 254., 253.) / 255.) {
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vertexColor = Color*texelFetch(Sampler2, UV2 / 16, 0);
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vertex.y+= 1;
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vertex.x+= 1;
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(gl_Position=ProjMat*ModelViewMat*vertex);
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}else{
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(gl_Position=ProjMat*ModelViewMat*vertex);
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(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));
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gl_Position = ProjMat * ModelViewMat * vertex;
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} else {
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vertexColor = Color*texelFetch(Sampler2, UV2 / 16, 0);
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gl_Position = ProjMat * ModelViewMat * vertex;
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}
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vertexDistance=length((ModelViewMat*vertex).xyz);
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texCoord0=UV0;
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}
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{hide}
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}
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@@ -1,5 +1,5 @@
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# Do not change
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config-version: '17'
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config-version: '18'
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# bStats
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metrics: true
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@@ -65,6 +65,10 @@ resource-pack:
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# Unicode Support for 1.20+ clients
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# This would make your resource pack about 900KB bigger
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support-1_20-unicodes: true
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# Hide scoreboard numbers
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hide-scoreboard-number: true
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# Added ItemsAdder text effect shader support
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ItemsAdder-text-effect-support: true
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other-settings:
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# default width
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