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@QuadStorm
QuadStorm / CHSS_frag.glsl
Created Jun 16, 2019
CHSS for Blockland (AMD version)
View CHSS_frag.glsl
#version 120
#extension GL_EXT_texture_array : require
#extension GL_EXT_texture_array : enable
// Originally Port's Poisson Disc (Optimized) Soft Shadow Shader (2015), modified by Stealth Commander/QuadStorm
// Includes a Contact-Hardening/Percentage-Closer/Perceptually-Correct Soft Shadows (CHSS/PCSS) implementation, and other many configurable variables
// 10th version
// Configuration: For the adventurous!
@QuadStorm
QuadStorm / CHSS_frag.glsl
Last active Jun 20, 2019
CHSS Shader for Blockland, version 460
View CHSS_frag.glsl
#version 460
// Originally Port's Poisson Disc (Optimized) Soft Shadow Shader (2015), modified by Stealth Commander/QuadStorm
// Includes a Contact-Hardening/Percentage-Closer/Perceptually-Correct Soft Shadows (CHSS/PCSS) implementation, and other many configurable variables
// 10th version
// Configuration: For the adventurous!
// Perfection can be hard to come by. You'll probably have to tweak settings per situation to get things right.
@QuadStorm
QuadStorm / CHSS_vert.glsl
Created Jun 8, 2019
Blockland Vertex Shader + Curved World, version 460
View CHSS_vert.glsl
#version 460
// curved world feature/effect; https://forum.blockland.us/index.php?topic=77967.msg7787623#msg7787623
bool curveTheWorld = false;
bool curveDirectionDown = true;
// adjust the effect
// exponential curve power
@QuadStorm
QuadStorm / renderCsm_vert.glsl
Created Jun 8, 2019
Default Blockland Vertex Shader using version 460
View renderCsm_vert.glsl
#version 460
// Varying.
out vec4 vPos;
out vec3 worldNormal;
out vec3 worldPos;
// 460
uniform mat4 gl_ProjectionMatrix;
in vec4 gl_Vertex;
@QuadStorm
QuadStorm / renderCsm_frag.glsl
Last active Jun 8, 2019
Default Blockland Fragment Shader using version 460
View renderCsm_frag.glsl
#version 460
// Varying.
in vec4 vPos;
in vec3 worldNormal;
in vec3 worldPos;
// Global directional light uniforms.
uniform vec4 dirLightDir;
uniform vec4 dirLightColor;
View keybase.md

Keybase proof

I hereby claim:

  • I am quadstorm on github.
  • I am quadstorm (https://keybase.io/quadstorm) on keybase.
  • I have a public key ASAtmUIXcPuUlSlKqvTGV8ULADG62u8S9-wlbkAHn6xrzwo

To claim this, I am signing this object:

@QuadStorm
QuadStorm / PCSSEfastsoft_frag.glsl
Created Feb 17, 2019
PCSSE pre-configured for (relatively) fast soft shadows; make an accompanying _vert file named PCSSEfastsoft_vert.glsl using a copy of the default rendercsm_vert.glsl
View PCSSEfastsoft_frag.glsl
#version 120
#extension GL_EXT_texture_array : require
#extension GL_EXT_texture_array : enable
// Originally Port's Poisson Disc (Optimized) Soft Shadow Shader (2015), modified by Stealth Commander/QuadStorm
// Includes an ultra graphics version, a Percentage-Closer/Perceptually-Correct Soft Shadows (PCSS) implementation, and other configuration variables
// 9th version
// Configuration: For the adventurous!
@QuadStorm
QuadStorm / freezecam.cs
Last active Jan 12, 2019
Freezes the camera for an amount of time.
View freezecam.cs
function chaseCamClientToggle(%down)
{
if (!%down)
return;
if(isObject(serverConnection))
{
if ($chaseCam)
{
$chaseCam = false;
serverConnection.chaseCam(0);
View BrickifyTerrainToFile2.cs
//BrickifyTerrain
//Turns map terrain into a 4x4 cubescape (I couldn't think of a better name)
%cubes = forceRequiredAddOn("Brick_Large_Cubes");
if(%cubes == $Error::AddOn_NotFound)
return;
$dbSp = 1;
$factor = 3;
$factor2 = 1;
@QuadStorm
QuadStorm / BrickifyTerrainToFile
Last active Dec 13, 2018
Terrain to Bricks, direct to file
View BrickifyTerrainToFile
//BrickifyTerrain
//Turns map terrain into a 4x4 cubescape (I couldn't think of a better name)
%cubes = forceRequiredAddOn("Brick_Large_Cubes");
if(%cubes == $Error::AddOn_NotFound)
return;
$dbSelect = brick4xCubeData; // For use in Brickadia, Replace the UI name in resulting BLS files with with 4x4x200f
$dbSp = 2;
$factor = 3;
$factor2 = 2;
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