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Godlander committed Nov 29, 2021
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9 changes: 6 additions & 3 deletions README.md
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@@ -1,5 +1,6 @@
# [v++](https://github.com/Godlander/vpp/releases/latest)
> A vanilla complimentary resourcepack focused on improving visual quality and the survival experience.

A vanilla complimentary resourcepack focused on improving visual quality and the survival experience.

![image](https://user-images.githubusercontent.com/16228717/142796442-6964e2f0-65a5-47e6-b74e-8938902649e3.png)
[More screenshots here](Screenshots.md)
Expand Down Expand Up @@ -32,19 +33,21 @@ Custom container GUIs that make sense.
- bbq's vanilla shaders: https://github.com/bradleyq/mc_vanilla_shaders (Modified)
- Shock Micro's vanilla dynamic emissives: https://github.com/ShockMicro/VanillaDynamicEmissives (Modified)
- Bálint's hanging lanterns: https://github.com/BalintCsala/HangingLanterns (Modified)
- D_Dimensional's 3d hand torch: https://www.planetminecraft.com/texture-pack/3d-hand-torch/ (Modified)
- DartCat25's menus enchanted+: https://www.planetminecraft.com/texture-pack/menus-enchanted/ (Modified)
- DartCat25's rotating items: https://www.planetminecraft.com/texture-pack/rotating-items/ (Modified)
- StormDragon77's door tweaks: https://www.planetminecraft.com/texture-pack/door-tweaks/ (Modified)
- Reijvi's reinmagined: https://www.planetminecraft.com/texture-pack/minecraft-reimagined-5096190/ (Modified)
- Thy_Creeper_King's end crystal beautification: https://www.planetminecraft.com/texture-pack/end-crystal-beautification/
- Yomna's better map icons: https://www.planetminecraft.com/texture-pack/yomny-pack-better- ap-icons/ (Modified)
- kemiu's quality creeper: https://www.planetminecraft.com/texture-pack/quality-creeper/ (Modified)
- kemiu's new chests: https://www.planetminecraft.com/texture-pack/new-chests-1-15/ (Modified)
- Chubins' creamier milk: https://www.planetminecraft.com/texture-pack/creamier-milk/
- vanillatweaks' different stems: https://vanillatweaks.net/
- vanillatweaks' shorter grass: https://vanillatweaks.net/ (Modified)
- vanillatweaks' different stems: https://vanillatweaks.net/
- vanillatweaks' diminishing tools: https://vanillatweaks.net/ (Modified)
- vanillatweaks' clear banner patterns: https://vanillatweaks.net/
- vanillatweaks' sticky piston sides: https://vanillatweaks.net/ (Modified)
- vanillatweaks' clear banner patterns: https://vanillatweaks.net/
- vanillatweaks' hd shield banner patterns: https://vanillatweaks.net/
- vanillatweaks' wavy leaves: https://vanillatweaks.net/ (Modified)
- Shock Micro's wavy plants: https://www.curseforge.com/minecraft/texture-packs/wavy-plants (Modified)
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17 changes: 10 additions & 7 deletions assets/minecraft/models/block/birch_trapdoor_open.json
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@@ -1,5 +1,4 @@
{
"credit": "Made with Blockbench - Made/edited by RyanGar46",
"parent": "block/template_orientable_trapdoor_open",
"textures": {
"texture": "block/birch_trapdoor"
Expand All @@ -11,7 +10,7 @@
"to": [16, 3, 16],
"rotation": {"angle": 0, "axis": "x", "origin": [8, 8, 21]},
"faces": {
"north": {"uv": [0, 0, 16, 3], "rotation": 180, "texture": "#texture", "cullface": "south"},
"north": {"uv": [0, 0, 16, 3], "rotation": 180, "texture": "#texture"},
"east": {"uv": [13, 0, 16, 3], "rotation": 180, "texture": "#texture", "cullface": "east"},
"south": {"uv": [0, 0, 16, 3], "rotation": 180, "texture": "#texture", "cullface": "south"},
"west": {"uv": [0, 0, 3, 3], "rotation": 180, "texture": "#texture", "cullface": "west"},
Expand All @@ -25,7 +24,7 @@
"to": [16, 16, 16],
"rotation": {"angle": 0, "axis": "x", "origin": [8, 8, 21]},
"faces": {
"north": {"uv": [16, 13, 0, 16], "rotation": 180, "texture": "#texture", "cullface": "up"},
"north": {"uv": [16, 13, 0, 16], "rotation": 180, "texture": "#texture"},
"east": {"uv": [13, 13, 16, 16], "rotation": 180, "texture": "#texture", "cullface": "east"},
"south": {"uv": [0, 13, 16, 16], "rotation": 180, "texture": "#texture", "cullface": "south"},
"west": {"uv": [16, 0, 13, 3], "rotation": 90, "texture": "#texture", "cullface": "west"},
Expand All @@ -39,7 +38,7 @@
"to": [16, 13, 16],
"rotation": {"angle": 0, "axis": "x", "origin": [8, 8, 21]},
"faces": {
"north": {"uv": [13, 3, 16, 13], "rotation": 180, "texture": "#texture", "cullface": "south"},
"north": {"uv": [13, 3, 16, 13], "rotation": 180, "texture": "#texture"},
"east": {"uv": [13, 3, 16, 13], "rotation": 180, "texture": "#texture", "cullface": "east"},
"south": {"uv": [0, 3, 3, 13], "rotation": 180, "texture": "#texture", "cullface": "south"},
"west": {"uv": [0, 13, 3, 3], "texture": "#texture"}
Expand All @@ -51,7 +50,7 @@
"to": [3, 13, 16],
"rotation": {"angle": 0, "axis": "x", "origin": [8, 8, 21]},
"faces": {
"north": {"uv": [0, 3, 3, 13], "rotation": 180, "texture": "#texture", "cullface": "south"},
"north": {"uv": [0, 3, 3, 13], "rotation": 180, "texture": "#texture"},
"east": {"uv": [13, 3, 16, 13], "texture": "#texture"},
"south": {"uv": [13, 3, 16, 13], "rotation": 180, "texture": "#texture", "cullface": "south"},
"west": {"uv": [3, 0, 13, 3], "rotation": 90, "texture": "#texture", "cullface": "west"}
Expand All @@ -62,7 +61,7 @@
"to": [13, 13, 15],
"rotation": {"angle": 0, "axis": "x", "origin": [8, 8, 21]},
"faces": {
"north": {"uv": [3, 3, 13, 13], "rotation": 180, "texture": "#texture", "cullface": "south"},
"north": {"uv": [3, 3, 13, 13], "rotation": 180, "texture": "#texture"},
"south": {"uv": [3, 3, 13, 13], "rotation": 180, "texture": "#texture", "cullface": "south"}
}
},
Expand Down Expand Up @@ -156,6 +155,10 @@
{
"name": "oak_trapdoor_open",
"origin": [8, 8, 8],
"color": 0,
"children": [0, 1, 2, 3, 4, 5, 6]
}, 7, 8]
},
7,
8
]
}
32 changes: 32 additions & 0 deletions assets/minecraft/models/block/template_torch.json
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@@ -0,0 +1,32 @@
{
"ambientocclusion": false,
"textures": {
"particle": "#torch"
},
"elements": [
{ "from": [ 7, 0, 7 ],
"to": [ 9, 10, 9 ],
"shade": false,
"faces": {
"down": { "uv": [ 7, 13, 9, 15 ], "texture": "#torch" },
"up": { "uv": [ 7, 6, 9, 8 ], "texture": "#torch" }
}
},
{ "from": [ 7, 0, 0 ],
"to": [ 9, 16, 16 ],
"shade": false,
"faces": {
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" },
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }
}
},
{ "from": [ 0, 0, 7 ],
"to": [ 16, 16, 9 ],
"shade": false,
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" },
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }
}
}
]
}
36 changes: 36 additions & 0 deletions assets/minecraft/models/item/lantern.json
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@@ -0,0 +1,36 @@
{
"parent": "block/lantern",
"gui_light":"front",
"display": {
"gui": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3.25, 0 ],
"scale":[ 1.4, 1.3, 1.0 ]
},
"ground": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3, 0 ],
"scale":[ 0.35, 0.35, 0.35 ]
},
"fixed": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 0, 0 ],
"scale":[ 0.75, 0.75, 0.75 ]
},
"thirdperson_righthand": {
"rotation": [ 72, 0, -2.5 ],
"translation": [ 0, -0.4, -1.3 ],
"scale": [ 0.75, 0.75, 0.75 ]
},
"firstperson_righthand": {
"rotation": [ 355, 20, 5 ],
"translation": [ 1.5, 4, 0 ],
"scale": [ 0.60, 0.60, 0.60 ]
},
"firstperson_lefthand": {
"rotation": [ 355, 200, 355 ],
"translation": [ 1.5, 4, 0 ],
"scale": [ 0.60, 0.60, 0.60 ]
}
}
}
36 changes: 36 additions & 0 deletions assets/minecraft/models/item/soul_lantern.json
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@@ -0,0 +1,36 @@
{
"parent": "block/soul_lantern",
"gui_light":"front",
"display": {
"gui": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3.25, 0 ],
"scale":[ 1.4, 1.3, 1.0 ]
},
"ground": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3, 0 ],
"scale":[ 0.35, 0.35, 0.35 ]
},
"fixed": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 0, 0 ],
"scale":[ 0.75, 0.75, 0.75 ]
},
"thirdperson_righthand": {
"rotation": [ 72, 0, -2.5 ],
"translation": [ 0, -0.4, -1.2 ],
"scale": [ 0.75, 0.75, 0.75 ]
},
"firstperson_righthand": {
"rotation": [ 355, 20, 5 ],
"translation": [ 1.5, 4, 0 ],
"scale": [ 0.60, 0.60, 0.60 ]
},
"firstperson_lefthand": {
"rotation": [ 355, 200, 355 ],
"translation": [ 1.5, 4, 0 ],
"scale": [ 0.60, 0.60, 0.60 ]
}
}
}
2 changes: 1 addition & 1 deletion assets/minecraft/shaders/core/position_color.fsh
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Expand Up @@ -4,6 +4,7 @@

in vec4 vertexColor;
in float isHorizon;
in float isSpyglass;

uniform vec4 ColorModulator;
uniform vec2 ScreenSize;
Expand All @@ -14,7 +15,6 @@ void main() {
if (isHorizon > 0.5) {
discardControl(gl_FragCoord.xy, ScreenSize.x);
}

vec4 color = vertexColor;
if (color.a == 0.0) {
discard;
Expand Down
48 changes: 43 additions & 5 deletions assets/minecraft/shaders/core/position_color.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -8,17 +8,55 @@ uniform mat4 ProjMat;

out vec4 vertexColor;
out float isHorizon;
out float isSpyglass;

#define HORIZONDIST 128

bool rougheq(float a, float b) {
return (abs(a - b) < 0.001);
}
bool rougheq(vec3 a, vec3 b)
{
return (lessThan(a, b+0.0001)==bvec3(true) && lessThan(b-0.0001,a)==bvec3(true));
}

void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
isHorizon = 0.0;
vec3 offset = vec3(0.0);
vertexColor = Color;

if ((ModelViewMat * vec4(Position, 1.0)).z > -HORIZONDIST - 10.0) {
isHorizon = 1.0;
isHorizon = 0.0;
isSpyglass = 0.0;
vec3 pos = (ProjMat * vec4(Position, 1.0)).xyz;
if ((ModelViewMat * vec4(Position, 1.0)).z > -HORIZONDIST - 10.0) {isHorizon = 1.0;}
else if ((ModelViewMat * vec4(Position, 1.0)).z < -2050 && (ModelViewMat * vec4(Position, 1.0)).z > -2100) {isSpyglass = 1.0;}
//full screen
else if(rougheq(min(abs(pos.x),1.0), 1.0) && rougheq(min(abs(pos.y),1.0), 1.0)) {
//gui menu and loading bg
if (Position.z == 0.0) {
//bottom vertices
if (gl_VertexID > -1 && gl_VertexID < 2) {
vertexColor = vec4(0.0);
}
//top vertices
else {
vertexColor = vec4(0.0,0.0,0.0,0.8);
}
}
}

vertexColor = Color;
//vertexColor.r += (Position.z - 100.)/100.;
//else if (Position.z > 100.) {
// //tooltip
// if (Color.g == 0.0) {
// //if(rougheq(Color.a,0.94118) && rougheq(Color.r, 0.06275) && rougheq(Color.b, 0.06275)) {}
// //outline
// //else if(rougheq(Color.a,0.31373) && ((rougheq(Color.b,1.0) && rougheq(Color.r,0.31373)) || (rougheq(Color.b,0.49804) && rougheq(Color.r,0.15686)))) {}
// }
//}
//hover
//else if (Color.rgb == vec3(1.0)) {
//
//}

gl_Position = ProjMat * ModelViewMat * vec4(Position + offset, 1.0);
}
2 changes: 1 addition & 1 deletion assets/minecraft/shaders/core/position_tex.fsh
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ void main() {
color = vec4(encodeFloat(sunDir[index]), 1.0);
}
else if (isSun < 0.25) {
color = texture(Sampler0, texCoord0) * ColorModulator;
color = vec4(1.0);
}
}

Expand Down
2 changes: 1 addition & 1 deletion assets/minecraft/shaders/core/position_tex_color.fsh
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ void main() {
if (index != -1) {
fragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
else {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (Pos.y == -1999) {
#moj_import <menus-enchanted.glsl>
Expand Down
9 changes: 5 additions & 4 deletions assets/minecraft/shaders/core/rendertype_cutout.vsh
Original file line number Diff line number Diff line change
Expand Up @@ -44,6 +44,7 @@ void main() {
vec3 position = Position / 2 * pi;
float animation = GameTime * 2048.;

//waving foliage
vec3 offset = vec3(0.0,0.0,0.0);
float alpha = texture(Sampler0, UV0).a * 255;
if (alpha == 1.0 || alpha == 253.0 ) { // Most plants like grass and flowers use this
Expand All @@ -67,7 +68,8 @@ void main() {

gl_Position = ProjMat * ModelViewMat * (vec4(Position + ChunkOffset + offset, 1.0));

if (rougheq(alpha, 141.0)) { //lanterns
//hanging lanterns
if (alpha == 250.) {
vec3 relativePos = fract(Position);
if (relativePos.y > 0.001) {
float time = GameTime * 1000.0 + dot(floor(Position), vec3(1.0)) * 1234.0;
Expand All @@ -82,12 +84,11 @@ void main() {
float cosAngle = newDown.y;
vec4 quat = vec4(sqrt(1 - cosAngle * cosAngle) * axis, cosAngle);
relativePos = quaternionRotate(relativePos, quat);
vec3 newPos = relativePos + vec3(0.5, 1.0, 0.5);
gl_Position = ProjMat * ModelViewMat * vec4(floor(Position) + newPos + ChunkOffset, 1.0);
offset = relativePos + vec3(0.5, 1.0, 0.5);
gl_Position = ProjMat * ModelViewMat * vec4(floor(Position) + offset + ChunkOffset, 1.0);
}
}


vertexDistance = length((ModelViewMat * vec4(Position + ChunkOffset, 1.0)).xyz);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
vertexColor = Color;
Expand Down
3 changes: 2 additions & 1 deletion assets/minecraft/shaders/core/rendertype_entity_cutout.json
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,7 @@
{ "name": "Light1_Direction", "type": "float", "count": 3, "values": [0.0, 0.0, 0.0] },
{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] }
{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
{ "name": "GameTime", "type": "float", "count": 1, "values": [ 1.0 ] }
]
}
14 changes: 12 additions & 2 deletions assets/minecraft/shaders/core/rendertype_entity_cutout.vsh
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
#version 150

#moj_import <light.glsl>
#moj_import <matf.glsl>

in vec3 Position;
in vec4 Color;
Expand All @@ -15,6 +16,7 @@ uniform sampler2D Sampler2;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;

uniform float GameTime;
uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;

Expand All @@ -28,12 +30,20 @@ out vec4 glpos;

void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);

float dist = -(ModelViewMat * vec4(1.0)).z;
if (dist == 1602.) {
mat4 rot = Rotate(GameTime * ROTSPEED, Y) * Scale(1.1, 1.1, 1.1);
gl_Position = ProjMat * ModelViewMat * vec4((vec4(Position, 0) * rot).xyz, 1.0);
normal = vec4((vec4(Normal, 0) * rot).xyz, 1.0);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, normal.xyz, Color);
}

vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
lightColor = minecraft_sample_lightmap(Sampler2, UV2);
overlayColor = texelFetch(Sampler1, UV1, 0);
texCoord0 = UV0;
normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
glpos = gl_Position;
}
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