Fixing Sanguine armour, adding some fancy rendering, doing other random bug fixes

This commit is contained in:
WayofTime 2014-08-10 14:38:51 -04:00
parent 4f9fad22c5
commit 14f9e3c61b
66 changed files with 2425 additions and 911 deletions

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@ -172,6 +172,10 @@ item.sanguineHelmet.name=Sanguine Helmet
item.itemSeerSigil.name=Sigil of Sight
item.itemFluidSigil.name=
item.multiTool.name=Dynamic Mace
item.itemCombinationalCatalyst.name=Combinational Catalyst
item.sanguineRobe.name=Sanguine Robes
item.sanguinePants.name=Sanguine Leggings
item.sanguineBoots.name=Sanguine Boots
#Creative Tab
itemGroup.tabBloodMagic=Blood Magic

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@ -0,0 +1,12 @@
uniform sampler2D bgl_RenderedTexture;
uniform int time;
void main() {
vec2 texcoord = vec2(gl_TexCoord[0]);
vec4 color = texture2D(bgl_RenderedTexture, texcoord);
float gs = (color.r + color.g + color.b) / 3;
float r = sin(texcoord.x * 6 - 1.5 + sin(texcoord.y - time / 3.0)) * 1.1; //(sin((texcoord.x - texcoord.y) * 4 - time) + 1) / 2;
gl_FragColor = vec4(gs, gs, max(gs, r), gl_Color.a);
}

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