Fixing Sanguine armour, adding some fancy rendering, doing other random bug fixes
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66 changed files with 2425 additions and 911 deletions
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@ -172,6 +172,10 @@ item.sanguineHelmet.name=Sanguine Helmet
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item.itemSeerSigil.name=Sigil of Sight
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item.itemFluidSigil.name=
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item.multiTool.name=Dynamic Mace
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item.itemCombinationalCatalyst.name=Combinational Catalyst
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item.sanguineRobe.name=Sanguine Robes
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item.sanguinePants.name=Sanguine Leggings
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item.sanguineBoots.name=Sanguine Boots
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#Creative Tab
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itemGroup.tabBloodMagic=Blood Magic
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@ -0,0 +1,12 @@
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uniform sampler2D bgl_RenderedTexture;
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uniform int time;
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void main() {
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vec2 texcoord = vec2(gl_TexCoord[0]);
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vec4 color = texture2D(bgl_RenderedTexture, texcoord);
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float gs = (color.r + color.g + color.b) / 3;
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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;
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gl_FragColor = vec4(gs, gs, max(gs, r), gl_Color.a);
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}
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