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46 changes: 27 additions & 19 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,18 +1,21 @@
# Beyond Vanilla - Minecraft Shader Pack

## Welcome to an immersive visual experience! This is my debut shader pack designed to enhance your Minecraft adventures.
![Cover](https://cdn.modrinth.com/data/YIhUcKoq/images/298f3c919189cdcf641b89601d6866f3599ef2e4.png)

### Installation Guide:
Welcome to an immersive visual experience! Beyond Vanilla is a shader pack designed to take your Minecraft adventures to the next level.

## Links
Modrinth: https://modrinth.com/shader/beyond-vanilla \
forge: (Soon)\
Github: https://github.com/hotsu0p/beyond-vanilla

### Links:
- Modrinth: [Download Here](https://modrinth.com/shader/beyond-vanilla)
- Forge: (Coming Soon)
- GitHub: [Project Repository](https://github.com/hotsu0p/beyond-vanilla)

## Have an issue?
open an issue here!
https://github.com/hotsu0p/beyond-vanilla/issues
### Have an issue or feature request?
Open an issue [here](https://github.com/hotsu0p/beyond-vanilla/issues).

1. **Download:**
- Visit the green "Releases" tab and download the latest release.
Expand All @@ -29,29 +32,34 @@ Github: https://github.com/hotsu0p/beyond-vanilla

### Shader Features:

- Explore a stunning visual upgrade with changes to lighting, shadows, and atmospheric effects.
- Enjoy an immersive gaming experience with carefully crafted details.
- Experience a stunning visual upgrade with enhancements to lighting, shadows, and atmospheric effects.
- Immerse yourself in the game with carefully crafted details.

### Compatibility:
- highly recomennd https://modrinth.com/resourcepack/embrace-pixels for better visuals
- Tested on iris and sodium 1.1.6.

- Tested on Iris and Sodium 1.1.6.
- Optimized for mid to low-tier devices.
- Not tested on Optifine.
- Compatible with Nvidia GPUs (tested on a 4070 Ti).
- Not tested on AMD or Mac platforms.

### Upcoming Enhancements:

- [ ] More screenshots for a comprehensive preview.
- [ ] Performance improvements for smoother gameplay.
- [ ] Additional features to elevate your gaming experience.
- [ ] Enhanced sky in the end.
- [ ] Improved portal visuals.
- [ ] Revamped GUI for a polished interface.
- [ ] Sun and moon enhancements.
- [✅] Uploading to Modrinth for wider availability.
- [✅] More screenshots for a comprehensive preview.
- [✅] Enhanced sky in the end.
- [✅] Improved portal visuals.
- [✅] Sun and moon enhancements.
- [✅] Uploaded to Modrinth for wider availability.
- [] Fix more bugs
- [] Performance improvements for smoother gameplay.
- [] Additional features to elevate your gaming experience.
- [] Add a feature from the commuity..
- [] Quality of life features
- [] Glass blur
- [] Revamped GUI for a polished interface.
- [] Add more to the todo

### Credits:
- **Hotsuop:** Made the base shader.
- **Hotsuop:** Creator of the base shader.

<small>If you contribute to the repo, your name could be featured here!</small>
<small>If you contribute to the repository, your name could be featured here!</small>
5 changes: 5 additions & 0 deletions changelog.md
Original file line number Diff line number Diff line change
@@ -1,3 +1,8 @@
v2.7 - 3/24/24
- Improved stars
- Made sapplings move
- Updated hover

v2.5.1 - 3/16/24
- Fixed overworld lighting
- Improved skulk
Expand Down
1 change: 0 additions & 1 deletion docs/index.html

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58 changes: 10 additions & 48 deletions misc/size.js
Original file line number Diff line number Diff line change
@@ -1,51 +1,13 @@
const getCodeStats = require('@hotsuop/codestats');
const chalk = require('chalk');
// Define the folder path to analyze
const folderPath = '../shaders';
const express = require('express')
const app = express()
const port = 3000

// Define the configuration object
const config = {
languages: ['js', 'html', 'glsl'], // Add more languages if needed
exclude: ['node_modules'], // Add folders to exclude
fileTypes: ['xml', 'css'], // Add more file types if needed
depthLimit: 5,
};
app.use(express.static('website'));

app.get('/', (req, res) => {
res.sendFile(__dirname + '/website/index.html');
});
Comment on lines +7 to +9

Check failure

Code scanning / CodeQL

Missing rate limiting High

This route handler performs
a file system access
, but is not rate-limited.

// Call getCodeStats with the folder path and configuration
getCodeStats(folderPath, config)
.then(projectStats => {
// Display the calculated project stats
console.log('Project Statistics:');
console.log(`Total Files: ${projectStats.totalFiles}`);
console.log(`Total Lines: ${projectStats.totalLines}`);
console.log(`Total Characters: ${projectStats.totalCharacters}`);
console.log(`Total Functions: ${projectStats.totalFunctions}`);
console.log(`Total Classes: ${projectStats.totalClasses}`);
console.log(`Total Comments: ${projectStats.totalComments}`);

// Display detailed stats for each file
console.log('\nFile Statistics:');
projectStats.files.forEach(fileStats => {
console.log(`\nFile: ${fileStats.filePath}`);
console.log(`Lines: ${fileStats.lines}`);
console.log(`Characters: ${fileStats.characters}`);
console.log(`Functions: ${fileStats.functionsCount}`);
console.log(`Classes: ${fileStats.classesCount}`);
console.log(`Comments: ${fileStats.commentsCount}`);
});

// Display file types summary
console.log('\nFile Types Summary:');
console.log('Type\t| Files\t| Lines');
console.log('--------|-------|----------');
for (const fileType in projectStats.fileTypesStats) {
const fileTypeStats = projectStats.fileTypesStats[fileType];
console.log(`${fileType}\t| ${fileTypeStats.files}\t| ${fileTypeStats.lines} (${((fileTypeStats.lines / projectStats.totalLines) * 100).toFixed(2)}%)`);
}
console.log('--------|-------|----------');
console.log(`All\t| ${projectStats.totalFiles}\t| ${projectStats.totalLines}`);
})
.catch(error => {
console.error(chalk.red(`Error: ${error.message}`));
});
app.listen(port, () => {
console.log(`App listening on port ${port}`)
})
52 changes: 52 additions & 0 deletions misc/website/index.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,52 @@
<!DOCTYPE html>
<body>
<h1 class="title"> Beyond Vinlla - Minecraft shader</h1>
<div class="intro-containter">
<div>
<h2>Hello! </h2>
<p>Thanks for checking out my shader!</p>
<p>For other people who are wondering what this is you can check out the images below to get a taste of what its like</p>
<button onclick="showDiv()" class="image-button">Click to show images</button>
</div>
</div>

<div class="testdiv" style="display: none;" id="testdiv">
<img class="image" src="../assets/2024-03-02_17.41.42.png" alt="Why can you see this.... also coral1">
<img class="image" src="../assets/2024-03-04_15.26.03.png" alt="coral2">
<img class="image" src="../assets/2024-03-04_15.26.26.png" alt="coral3">
<img class="image" src="../assets/2024-03-04_15.28.24.png" alt="coral4">
</div>
</body>
<style>
body {
background: linear-gradient(to right, #1c1c1d, #182848);
font-family: 'Arial', sans-serif;
color: aliceblue;

}
.intro-containter , .title{
text-align: center;
}
.image{
width: auto;
height: auto;
border-radius: 2%;
}
.image-button{
width: 150px;
height: 40px;
border-radius: 7%;
background-color: #3498db;
color: #fff;
padding: 8px 15px;
font-size: 0.9em;
transition: background-color 0.3s;
}
</style>
<script>
function showDiv(){
var div = document.getElementById("testdiv")
div.style.display = "block"
}
</script>

6 changes: 3 additions & 3 deletions shaders/block.properties
Original file line number Diff line number Diff line change
Expand Up @@ -45,9 +45,9 @@ block.10048=\ minecraft:chipped_anvil
block.10052=\ minecraft:damaged_anvil
block.10056=\ minecraft:powered_rail:powered=true
block.10057=\ minecraft:note_block:powered=true minecraft:jukebox:has_record=true
block.10100= \
minecraft:grass minecraft:fern minecraft:seagrass minecraft:dead_bush\
block.10100= \ minecraft:grass minecraft:fern minecraft:seagrass minecraft:oak_sapling minecraft:spruce_sapling minecraft:birch_sapling minecraft:jungle_sapling minecraft:acacia_sapling minecraft:dark_oak_sapling minecraft:cherry_sapling
minecraft:crimson_roots minecraft:warped_roots minecraft:nether_sprouts

block.10101= \ minecraft:poppy minecraft:dandelion minecraft:blue_orchid minecraft:allium minecraft:azure_bluet minecraft:red_tulip minecraft:orange_tulip minecraft:white_tulip minecraft:pink_tulip minecraft:oxeye_daisy minecraft:cornflower minecraft:lily_of_the_valley minecraft:wither_rose minecraft:sweet_berry_bush minecraft:pink_petals minecraft:tube_coral minecraft:brain_coral minecraft:bubble_coral minecraft:fire_coral minecraft:horn_coral minecraft:dead_tube_coral minecraft:dead_brain_coral minecraft:dead_bubble_coral minecraft:dead_fire_coral minecraft:dead_horn_coral minecraft:tube_coral_fan minecraft:brain_coral_fan minecraft:bubble_coral_fan minecraft:fire_coral_fan minecraft:horn_coral_fan minecraft:dead_tube_coral_fan minecraft:dead_brain_coral_fan minecraft:dead_bubble_coral_fan minecraft:dead_fire_coral_fan minecraft:dead_horn_coral_fan
block.10102= \ minecraft:sunflower:half=lower minecraft:lilac:half=lower minecraft:tall_grass:half=lower minecraft:large_fern:half=lower minecraft:rose_bush:half=lower minecraft:peony:half=lower minecraft:tall_seagrass:half=lower
block.10103= \ minecraft:sunflower:half=upper minecraft:lilac:half=upper minecraft:tall_grass:half=upper minecraft:large_fern:half=upper minecraft:rose_bush:half=upper minecraft:peony:half=upper minecraft:tall_seagrass:half=upper
Expand Down Expand Up @@ -137,7 +137,7 @@ block.10048=water_cauldron
block.10052=powder_snow_cauldron
block.10056=lava_cauldron
block.10100= \
minecraft:tallgrass
minecraft:tallgrass
block.10101= \
minecraft:red_flower minecraft:yellow_flower
block.10102= \
Expand Down
2 changes: 1 addition & 1 deletion shaders/entity.properties
Original file line number Diff line number Diff line change
Expand Up @@ -11,4 +11,4 @@ entity.10100=minecraft:item_frame minecraft:painting minecraft:glow_item_frame
entity.10301=minecraft:warden
entity.10101=minecraft:lightning_bolt
entity.10102=minecraft:end_crystal
#endif
entity.10103=
8 changes: 4 additions & 4 deletions shaders/item.properties
Original file line number Diff line number Diff line change
Expand Up @@ -12,11 +12,11 @@

item.89=minecraft:glowstone minecraft:beacon minecraft:sea_lantern minecraft:lantern minecraft:soul_lantern

item.50=minecraft:torch minecraft:cake minecraft:red_mushroom minecraft:sculk_catalyst minecraft:end_rod minecraft:redstone_torch minecraft:jack_o_lantern minecraft:shroomlight minecraft:lava_bucket minecraft:glow_lichen minecraft:small_amethyst_bud minecraft:medium_amethyst_bud minecraft:large_amethyst_bud minecraft:amethyst_cluster minecraft:glow_berries minecraft:ochre_froglight minecraft:verdant_froglight minecraft:pearlescent_froglight
item.50=minecraft:torch minecraft:red_mushroom minecraft:sculk_catalyst minecraft:end_rod minecraft:redstone_torch minecraft:jack_o_lantern minecraft:shroomlight minecraft:lava_bucket minecraft:glow_lichen minecraft:small_amethyst_bud minecraft:medium_amethyst_bud minecraft:large_amethyst_bud minecraft:amethyst_cluster minecraft:glow_berries minecraft:ochre_froglight minecraft:verdant_froglight minecraft:pearlescent_froglight
item.92= minecraft:cake
item.213=minecraft:magma_block

item.213=minecraft:magma_block

item.358=minecraft:filled_map
item.358=minecraft:filled_map

item.169=
#endif
1 change: 0 additions & 1 deletion shaders/lang/en_US.lang
Original file line number Diff line number Diff line change
Expand Up @@ -811,7 +811,6 @@ value.OUTLINE.1=Black
value.OUTLINE.2=Colored
value.OUTLINE.3=1.12 Update Art
value.OUTLINE.4=Dungeons

option.TOON_LIGHTMAP=Toon Lightmap
option.TOON_LIGHTMAP.comment=Reduces the quality of vanilla lighting for cel shading. §e[*]§rThis option is known for making the game "look bad", only enable this when needed.

Expand Down
6 changes: 1 addition & 5 deletions shaders/program/final.glsl
Original file line number Diff line number Diff line change
@@ -1,7 +1,4 @@
/*
Shaders v8 Series by Capt Tatsu
https://bitslablab.com
*/


//Settings//
#include "/lib/settings.glsl"
Expand Down Expand Up @@ -73,7 +70,6 @@ void main() {
vec2 view = vec2(viewWidth, viewHeight) * 0.5;
newTexCoord = floor(newTexCoord * view) / view;
#endif

vec3 color = texture2DLod(colortex1, newTexCoord, 0).rgb;

#if CHROMATIC_ABERRATION > 0
Expand Down
3 changes: 2 additions & 1 deletion shaders/program/gbuffers_basic.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -139,7 +139,7 @@ void main() {
float finalPosCBSA = worldPosCBSA + cameraPosCBSA;
if (dot(worldPos - cameraPosition, cameraDirection) < 1.0) {

float timeOffset = frameTimeCounter * 0.5;
float timeOffset = frameTimeCounter * 0.2;
float hue = fract(finalPosCBSA + timeOffset) * 6.5;
vec3 rainbowColor;
if (hue < 1.0) {
Expand All @@ -158,6 +158,7 @@ void main() {
albedo.rgb = rainbowColor;
}
#endif

}

/* DRAWBUFFERS:0 */
Expand Down
3 changes: 3 additions & 0 deletions shaders/program/gbuffers_entities.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -160,6 +160,9 @@ void main() {
float pulse = .15 * (1.0 + sin(frameTimeCounter * 1 * 3.14159265358979));
albedo.rgb = mix(albedo.rgb, vec3(0.0,0.0,0.0), pulse);
}
if (entityId == 10103){
albedo.rgb *= 10;
}
float lightningBolt = float(entityId == 10101);

if(lightningBolt > 0.5) {
Expand Down
5 changes: 2 additions & 3 deletions shaders/program/gbuffers_hand.glsl
Original file line number Diff line number Diff line change
@@ -1,5 +1,3 @@


//Settings//
#include "/lib/settings.glsl"

Expand Down Expand Up @@ -157,7 +155,7 @@ void main() {
#endif
lightmap.x = max(lightmap.x, GetHandItem(213));

float emissive = (GetHandItem(50) + GetHandItem(89) + GetHandItem(213));
float emissive = (GetHandItem(50) + GetHandItem(89) + GetHandItem(213) + GetHandItem(92));

float metalness = 0.0;
float emission = emissive * 0.25;
Expand Down Expand Up @@ -215,6 +213,7 @@ void main() {
}
#endif


#ifdef MULTICOLORED_BLOCKLIGHT
lightAlbedo = albedo.rgb + 0.00001;
lightAlbedo = sqrt(normalize(lightAlbedo) * emission * emissive);
Expand Down
3 changes: 2 additions & 1 deletion shaders/program/gbuffers_skybasic.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,7 @@ void RoundSunMoon(inout vec3 color, vec3 viewPos, vec3 sunColor, vec3 moonColor)
vec3 sunMoonCol = mix(moonColor * moonVisibility, sunColor * sunVisibility, float(VoL > 0.0));
color += sun * sunMoonCol * 16.0;
}

// Function to draw star
void SunGlare(inout vec3 color, vec3 viewPos, vec3 lightCol) {
float VoL = dot(normalize(viewPos), lightVec);
Expand Down Expand Up @@ -106,7 +107,7 @@ void main() {

RoundSunMoon(albedo, viewPos.xyz, sunColor, moonColor);
#endif

#ifdef STARS
if (moonVisibility > 0.0) DrawStars(albedo.rgb, viewPos.xyz);
#endif
Expand Down
2 changes: 1 addition & 1 deletion shaders/program/gbuffers_skytextured.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -77,7 +77,7 @@ void main() {

#ifdef END

albedo.rgb *= 0.02; // Apply fog factor to brightness
albedo.rgb *= 0.02;


#ifdef SKY_DESATURATION
Expand Down
4 changes: 2 additions & 2 deletions shaders/program/gbuffers_water.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -239,8 +239,8 @@ void main() {
emission *= dot(albedo.rgb, albedo.rgb) * 0.333;

#ifndef REFLECTION_TRANSLUCENT
glass = 100;
translucent = 0.0;
glass = 1;
translucent = -10.0;
#endif

vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
Expand Down
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