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Shaders

The active shaders should be located in the contents/files/shaders folder. There are four shaders that can be used. The outputs of the base shaders are sent to the final shaders in the form of textures.

Structures

lightSource

struct lightSource {
    int itemId;
    float magnitude;
    vec4 specular;
};

Attributes

vec4 mc_Entity

mc_Entity.x

The x component of mc_Entity is the entity id. Currently this is only set for blocks. In future updates it will be set for items and mobs. It will have a value of -1.0 for unknown entities.

mc_Entity.y

The y component of mc_Entity contains information regarding lighting. It is currently calculated as lightValue * 16 + brightness. In future updates other additions may be made to this (such as the sides exposed to the sky).

In the shaders, lightValue can be obtained by mod(floor(mc_Entity.y / 16.0), 16.0). brightness can be obtained by mod(mc_Entity.y, 16.0).

mc_Entity.z

Reserved

mc_Entity.w

Reserved

Uniforms

There are several uniforms available to the shaders.

Global Uniforms

float displayWidth

The width of the display.

float displayHeight

The height of the display.

float aspectRatio

The aspect ratio of the display (displayWidth / displayHeight).

float near

The near viewing plane.

float far

The far viewing plane.

int fogMode

The current fog mode. The possible values are as follows:

const int GL_LINEAR = 9729;
const int GL_EXP = 2048;

float sunVector

The position of the sun in eye coordinates.

float moonVector

The position of the moon in eye coordinates.

int worldTime

The world time of day (ranges from 0 to 23999).

lightSource heldLight

The properties of the item currently being held.

Base Uniforms

sampler2D sampler0

The texture of the current element.

sampler2D sampler1

The normals and height-map for the current texture (loaded from XXXXX_nh.png). At the moment this is only accurate when renderType is equal to RENDER_TYPE_TERRAIN.

Final Uniforms

Hacked

sampler2D sampler1

The depth of the rendered scene, excluding the player's arm.

sampler2D sampler2

The depth of the player's arm.

Tips

Anti-Aliasing

To avoid anti-aliasing on polygon edges, texture coordinates should be declared as centroid in the base vertex and fragment shaders. AA form is in FXAA 2x 4x & 8x.

☀Fast Approximate Anti-Aliasing

This AA method analyzes the pixel on the screen and ignores polygons and lines in a pre buffered frame..

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