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1.21 Port Bug Fix #220
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1.21 Port Bug Fix #220
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86be99e
Restore mob spawn modifier configuration in neoforge biome modifier
crabsatellite de065fa
Update biome entries in CitadelBiomeDefinitions for consistency and a…
crabsatellite ca7f021
Add ItemBlockRenderTypesMixin to client mixins for enhanced rendering
crabsatellite a7b08f2
Refactor CitadelLecternBlock use method to specify InteractionHand an…
crabsatellite cc76490
Refactor CitadelItemstackRenderer to utilize DataComponents for item …
crabsatellite 3b4b787
Refactor CitadelItemstackRenderer and GuiBasicBook to utilize DataCom…
crabsatellite 9df6a44
Refactor CitadelItemstackRenderer to improve buffer handling and ligh…
crabsatellite 0e47119
Merge upstream/1.21: adopt proper DataComponent system for custom ite…
crabsatellite 84a656f
Refactor GuiBasicBook and ItemRenderData to utilize components for it…
crabsatellite 0b1217a
Refactor ItemRenderData to use Holder for item references and update …
crabsatellite 5bb6016
Merge upstream/1.21 - adopt upstream book data changes
crabsatellite acd14a4
Refactor serialization for BookPage and EntityLinkData to use Codec.e…
crabsatellite 2fbf298
Enhance title field handling in BookPage to support both "title_local…
crabsatellite d1ed850
Refactor NoiseGeneratorSettingsMixin to improve surface rule merging …
crabsatellite dea678f
Add HumanoidModelMixin to client mixins for enhanced rendering support
crabsatellite 9edab61
Refactor mixin configuration to improve organization and enhance clie…
crabsatellite ad02123
Refactor MinecraftServerMixin to utilize ServerTickRateManager for dy…
crabsatellite 14ecd32
Add shader programs and configurations for blur and bumpy effects
crabsatellite b6f2bf8
Refactor GuiBasicBook to use pattern matching for LivingEntity and re…
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21 changes: 9 additions & 12 deletions
21
src/main/resources/assets/citadel/shaders/post/rainbow_aura.json
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14 changes: 14 additions & 0 deletions
14
src/main/resources/assets/citadel/shaders/program/blit.fsh
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,14 @@ | ||
| #version 150 | ||
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| uniform sampler2D DiffuseSampler; | ||
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| in vec2 texCoord; | ||
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| uniform vec4 ColorModulate; | ||
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| out vec4 fragColor; | ||
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| void main() { | ||
| vec4 color = texture(DiffuseSampler, texCoord); | ||
| fragColor = color * ColorModulate; | ||
| } |
30 changes: 30 additions & 0 deletions
30
src/main/resources/assets/citadel/shaders/program/blit.json
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,30 @@ | ||
| { | ||
| "blend": { | ||
| "func": "add", | ||
| "srcrgb": "one", | ||
| "dstrgb": "zero" | ||
| }, | ||
| "vertex": "citadel:blit", | ||
| "fragment": "citadel:blit", | ||
| "attributes": ["Position"], | ||
| "samplers": [{ "name": "DiffuseSampler" }], | ||
| "uniforms": [ | ||
| { | ||
| "name": "ProjMat", | ||
| "type": "matrix4x4", | ||
| "count": 16, | ||
| "values": [ | ||
| 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, | ||
| 0.0, 1.0 | ||
| ] | ||
| }, | ||
| { "name": "InSize", "type": "float", "count": 2, "values": [1.0, 1.0] }, | ||
| { "name": "OutSize", "type": "float", "count": 2, "values": [1.0, 1.0] }, | ||
| { | ||
| "name": "ColorModulate", | ||
| "type": "float", | ||
| "count": 4, | ||
| "values": [1.0, 1.0, 1.0, 1.0] | ||
| } | ||
| ] | ||
| } |
15 changes: 15 additions & 0 deletions
15
src/main/resources/assets/citadel/shaders/program/blit.vsh
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,15 @@ | ||
| #version 150 | ||
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| in vec4 Position; | ||
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| uniform mat4 ProjMat; | ||
| uniform vec2 InSize; | ||
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| out vec2 texCoord; | ||
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| void main() { | ||
| vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0); | ||
| gl_Position = vec4(outPos.xy, 0.2, 1.0); | ||
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| texCoord = Position.xy / InSize; | ||
| } |
34 changes: 34 additions & 0 deletions
34
src/main/resources/assets/citadel/shaders/program/blur.fsh
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,34 @@ | ||
| #version 150 | ||
|
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| uniform sampler2D DiffuseSampler; | ||
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| in vec2 texCoord; | ||
| in vec2 oneTexel; | ||
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| uniform vec2 InSize; | ||
| uniform vec2 OutSize; | ||
| uniform vec2 BlurDir; | ||
| uniform float Radius; | ||
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| out vec4 fragColor; | ||
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| void main() { | ||
| vec4 blurred = vec4(0.0); | ||
| float totalStrength = 0.0; | ||
| float totalAlpha = 0.0; | ||
| float totalSamples = 0.0; | ||
| float rad = Radius; | ||
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| for(float r = -rad; r <= rad; r += 1.0) { | ||
| vec4 sampleValue = texture(DiffuseSampler, texCoord + oneTexel * r * BlurDir); | ||
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| // Gaussian weighting | ||
| float strength = 1.0 - abs(r / rad); | ||
| totalStrength += strength; | ||
| blurred.rgb += sampleValue.rgb * strength; | ||
| totalAlpha += sampleValue.a; | ||
| totalSamples += 1.0; | ||
| } | ||
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| fragColor = vec4(blurred.rgb / totalStrength, totalAlpha / totalSamples); | ||
| } |
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