mirror of
https://github.com/ErikasKontenis/SabrehavenServer.git
synced 2025-10-14 06:34:55 +02:00
fix items, map, protocls
This commit is contained in:
11
800OTClient/data/shaders/map_default_fragment.frag
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11
800OTClient/data/shaders/map_default_fragment.frag
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varying vec2 v_TexCoord;
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uniform vec4 u_Color;
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uniform sampler2D u_Tex0;
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void main()
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{
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gl_FragColor = texture2D(u_Tex0, v_TexCoord) * u_Color;
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if(gl_FragColor.a < 0.01)
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discard;
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}
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14
800OTClient/data/shaders/map_default_vertex.frag
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14
800OTClient/data/shaders/map_default_vertex.frag
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attribute vec2 a_Vertex;
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attribute vec2 a_TexCoord;
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uniform mat3 u_TransformMatrix;
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uniform mat3 u_ProjectionMatrix;
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uniform mat3 u_TextureMatrix;
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varying vec2 v_TexCoord;
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void main()
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{
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gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
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v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
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}
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15
800OTClient/data/shaders/map_rainbow_fragment.frag
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15
800OTClient/data/shaders/map_rainbow_fragment.frag
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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uniform vec4 u_Color;
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uniform sampler2D u_Tex0;
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uniform sampler2D u_Tex1;
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void main()
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{
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gl_FragColor = texture2D(u_Tex0, v_TexCoord) * u_Color;
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gl_FragColor += texture2D(u_Tex1, v_TexCoord2);
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if(gl_FragColor.a < 0.01)
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discard;
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}
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33
800OTClient/data/shaders/map_rainbow_vertex.frag
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33
800OTClient/data/shaders/map_rainbow_vertex.frag
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attribute vec2 a_TexCoord;
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attribute vec2 a_Vertex;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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uniform mat3 u_TextureMatrix;
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uniform mat3 u_TransformMatrix;
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uniform mat3 u_ProjectionMatrix;
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uniform vec2 u_Offset;
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uniform vec2 u_Center;
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uniform float u_Time;
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vec2 effectTextureSize = vec2(466.0, 342.0);
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vec2 direction = vec2(1.0,0.2);
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float speed = 200.0;
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vec2 rotate(vec2 v, float a) {
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float s = sin(a);
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float c = cos(a);
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mat2 m = mat2(c, -s, s, c);
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return m * v;
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}
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void main()
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{
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gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
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v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
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v_TexCoord2 = ((a_Vertex + direction * u_Time * speed) / effectTextureSize);
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}
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17
800OTClient/data/shaders/outfit_default_fragment.frag
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17
800OTClient/data/shaders/outfit_default_fragment.frag
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uniform mat4 u_Color;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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uniform sampler2D u_Tex0;
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void main()
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{
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gl_FragColor = texture2D(u_Tex0, v_TexCoord);
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vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
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if(texcolor.r > 0.9) {
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gl_FragColor *= texcolor.g > 0.9 ? u_Color[0] : u_Color[1];
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} else if(texcolor.g > 0.9) {
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gl_FragColor *= u_Color[2];
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} else if(texcolor.b > 0.9) {
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gl_FragColor *= u_Color[3];
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}
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if(gl_FragColor.a < 0.01) discard;
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}
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16
800OTClient/data/shaders/outfit_default_vertex.frag
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16
800OTClient/data/shaders/outfit_default_vertex.frag
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attribute vec2 a_Vertex;
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attribute vec2 a_TexCoord;
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uniform mat3 u_TextureMatrix;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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uniform mat3 u_TransformMatrix;
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uniform mat3 u_ProjectionMatrix;
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uniform vec2 u_Offset;
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void main()
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{
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gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
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v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
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v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
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}
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16
800OTClient/data/shaders/outfit_rainbow_fragment.frag
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16
800OTClient/data/shaders/outfit_rainbow_fragment.frag
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uniform mat4 u_Color;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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varying vec2 v_TexCoord3;
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uniform sampler2D u_Tex0;
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uniform sampler2D u_Tex1;
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void main()
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{
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gl_FragColor = texture2D(u_Tex0, v_TexCoord);
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vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
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vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
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if(texcolor.a > 0.1) {
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gl_FragColor *= effectColor;
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}
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if(gl_FragColor.a < 0.01) discard;
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}
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47
800OTClient/data/shaders/outfit_rainbow_vertex.frag
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47
800OTClient/data/shaders/outfit_rainbow_vertex.frag
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attribute vec2 a_TexCoord;
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uniform mat3 u_TextureMatrix;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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varying vec2 v_TexCoord3;
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attribute vec2 a_Vertex;
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uniform mat3 u_TransformMatrix;
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uniform mat3 u_ProjectionMatrix;
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uniform vec2 u_Offset;
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uniform vec2 u_Center;
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uniform float u_Time;
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vec2 effectTextureSize = vec2(466.0, 342.0);
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vec2 direction = vec2(1.0,0.2);
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float speed = 200.0;
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vec2 rotate(vec2 v, float a) {
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float s = sin(a);
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float c = cos(a);
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mat2 m = mat2(c, -s, s, c);
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return m * v;
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}
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void main()
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{
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vec2 offset = direction * speed * u_Time;
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gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
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v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
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v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
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vec2 vertex = a_Vertex;
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if(vertex.x < u_Center.x) {
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vertex.x = effectTextureSize.x / 10.0;
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}
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if(vertex.x > u_Center.x) {
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vertex.x = effectTextureSize.x - effectTextureSize.x / 10.0;
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}
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if(vertex.y < u_Center.y) {
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vertex.y = effectTextureSize.y / 10.0;
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}
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if(vertex.y > u_Center.y) {
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vertex.y = effectTextureSize.y - effectTextureSize.y / 10.0;
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}
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v_TexCoord3 = ((vertex + direction * u_Time * speed) / effectTextureSize);
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}
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