Client Upload Part 1

RD Core / Commit #4

Commit Client Upload Part 1

Alex Alex committed 19/10/2026 00:04 main Patch
4,149 files +18,091 -7
A RD_Client/data/shaders/outfit_purpvoltage_vertex.frag +34-0 View file
@@ -0,0 +1,34 @@
1+attribute vec2 a_TexCoord;
2+uniform mat3 u_TextureMatrix;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+attribute vec2 a_Vertex;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform vec2 u_Center;
11+uniform float u_Time;
12+
13+vec2 effectTextureSize = vec2(288.0, 159.0);
14+vec2 direction = vec2(1.0,0.2);
15+float speed = 20.0;
16+float angle = 30.0;
17+
18+vec2 rotate(vec2 v, float a) {
19+ float s = sin(a);
20+ float c = cos(a);
21+ mat2 m = mat2(c, -s, s, c);
22+ return m * v;
23+}
24+
25+void main()
26+{
27+ vec2 offset = direction * speed * u_Time;
28+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
29+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
30+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
31+
32+ v_TexCoord3 = ((a_TexCoord + rotate(direction, (angle / 180.0) * 3.14) * u_Time * speed) / effectTextureSize);
33+}
34+
A RD_Client/data/shaders/outfit_pvoltage_fragment.frag +21-0 View file
@@ -0,0 +1,21 @@
1+uniform float u_Depth;
2+uniform mat4 u_Color;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+uniform sampler2D u_Tex0;
7+uniform sampler2D u_Tex1;
8+uniform float u_Time;
9+
10+void main()
11+{
12+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
13+
14+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
15+
16+ vec4 c = vec4(effectColor.rgb, gl_FragColor.a);
17+
18+ gl_FragColor.rgb = mix(gl_FragColor.rgb, c.rgb, c.rgb);
19+
20+ if(gl_FragColor.a < 0.01) discard;
21+}
A RD_Client/data/shaders/outfit_pvoltage_vertex.frag +25-0 View file
@@ -0,0 +1,25 @@
1+attribute vec2 a_TexCoord;
2+attribute vec2 a_Vertex;
3+uniform mat3 u_TextureMatrix;
4+varying vec2 v_TexCoord;
5+varying vec2 v_TexCoord2;
6+varying vec2 v_TexCoord3;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Depth;
11+uniform float u_Time;
12+uniform float u_SpriteScale;
13+
14+vec2 effectTextureSize = vec2(64.0, 64.0);
15+vec2 direction = vec2(1.0,1.0);
16+float speed = 10.0;
17+
18+void main()
19+{
20+ vec2 offset = direction * speed * u_Time;
21+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0);
22+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
23+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
24+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
25+}
A RD_Client/data/shaders/outfit_rainbow_fragment.frag +16-0 View file
@@ -0,0 +1,16 @@
1+uniform mat4 u_Color;
2+varying vec2 v_TexCoord;
3+varying vec2 v_TexCoord2;
4+varying vec2 v_TexCoord3;
5+uniform sampler2D u_Tex0;
6+uniform sampler2D u_Tex1;
7+void main()
8+{
9+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
10+ vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
11+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
12+ if(texcolor.a > 0.1) {
13+ gl_FragColor *= effectColor;
14+ }
15+ if(gl_FragColor.a < 0.01) discard;
16+}
A RD_Client/data/shaders/outfit_rainbow_old_fragment.frag +16-0 View file
@@ -0,0 +1,16 @@
1+uniform mat4 u_Color;
2+varying vec2 v_TexCoord;
3+varying vec2 v_TexCoord2;
4+varying vec2 v_TexCoord3;
5+uniform sampler2D u_Tex0;
6+uniform sampler2D u_Tex1;
7+void main()
8+{
9+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
10+ vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
11+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
12+ if(texcolor.a > 0.1) {
13+ gl_FragColor *= effectColor;
14+ }
15+ if(gl_FragColor.a < 0.01) discard;
16+}
A RD_Client/data/shaders/outfit_rainbow_old_vertex.frag +47-0 View file
@@ -0,0 +1,47 @@
1+attribute vec2 a_TexCoord;
2+uniform mat3 u_TextureMatrix;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+attribute vec2 a_Vertex;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform vec2 u_Center;
11+uniform float u_Time;
12+
13+vec2 effectTextureSize = vec2(466.0, 342.0);
14+vec2 direction = vec2(1.0,0.2);
15+float speed = 200.0;
16+
17+vec2 rotate(vec2 v, float a) {
18+ float s = sin(a);
19+ float c = cos(a);
20+ mat2 m = mat2(c, -s, s, c);
21+ return m * v;
22+}
23+
24+void main()
25+{
26+ vec2 offset = direction * speed * u_Time;
27+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
28+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
29+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
30+
31+ vec2 vertex = a_Vertex;
32+ if(vertex.x < u_Center.x) {
33+ vertex.x = effectTextureSize.x / 10.0;
34+ }
35+ if(vertex.x > u_Center.x) {
36+ vertex.x = effectTextureSize.x - effectTextureSize.x / 10.0;
37+ }
38+ if(vertex.y < u_Center.y) {
39+ vertex.y = effectTextureSize.y / 10.0;
40+ }
41+ if(vertex.y > u_Center.y) {
42+ vertex.y = effectTextureSize.y - effectTextureSize.y / 10.0;
43+ }
44+
45+ v_TexCoord3 = ((vertex + direction * u_Time * speed) / effectTextureSize);
46+}
47+
A RD_Client/data/shaders/outfit_rainbow_vertex.frag +32-0 View file
@@ -0,0 +1,32 @@
1+attribute vec2 a_TexCoord;
2+uniform mat3 u_TextureMatrix;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+attribute vec2 a_Vertex;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform vec2 u_Center;
11+uniform float u_Time;
12+
13+vec2 effectTextureSize = vec2(466.0, 342.0);
14+vec2 direction = vec2(1.0,0.2);
15+float speed = 600.0;
16+
17+vec2 rotate(vec2 v, float a) {
18+ float s = sin(a);
19+ float c = cos(a);
20+ mat2 m = mat2(c, -s, s, c);
21+ return m * v;
22+}
23+
24+void main()
25+{
26+ vec2 offset = direction * speed * u_Time;
27+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
28+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
29+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
30+ v_TexCoord3 = ((a_TexCoord.xy + direction * u_Time * speed) / effectTextureSize);
31+}
32+
A RD_Client/data/shaders/outfit_rbvoltage_fragment.frag +21-0 View file
@@ -0,0 +1,21 @@
1+uniform float u_Depth;
2+uniform mat4 u_Color;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+uniform sampler2D u_Tex0;
7+uniform sampler2D u_Tex1;
8+uniform float u_Time;
9+
10+void main()
11+{
12+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
13+
14+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
15+
16+ vec4 c = vec4(effectColor.rgb, gl_FragColor.a);
17+
18+ gl_FragColor.rgb = mix(gl_FragColor.rgb, c.rgb, c.rgb);
19+
20+ if(gl_FragColor.a < 0.01) discard;
21+}
A RD_Client/data/shaders/outfit_rbvoltage_vertex.frag +25-0 View file
@@ -0,0 +1,25 @@
1+attribute vec2 a_TexCoord;
2+attribute vec2 a_Vertex;
3+uniform mat3 u_TextureMatrix;
4+varying vec2 v_TexCoord;
5+varying vec2 v_TexCoord2;
6+varying vec2 v_TexCoord3;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Depth;
11+uniform float u_Time;
12+uniform float u_SpriteScale;
13+
14+vec2 effectTextureSize = vec2(64.0, 64.0);
15+vec2 direction = vec2(1.0,1.0);
16+float speed = 10.0;
17+
18+void main()
19+{
20+ vec2 offset = direction * speed * u_Time;
21+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0);
22+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
23+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
24+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
25+}
A RD_Client/data/shaders/outfit_red_energy_fragment.frag +28-0 View file
@@ -0,0 +1,28 @@
1+uniform float u_Depth;
2+uniform mat4 u_Color;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+uniform sampler2D u_Tex0;
7+uniform sampler2D u_Tex1;
8+uniform float u_Time;
9+
10+void main()
11+{
12+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
13+ vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
14+
15+ if(texcolor.r > 0.9) {
16+ gl_FragColor *= texcolor.g > 0.9 ? u_Color[0] : u_Color[1];
17+ } else if(texcolor.g > 0.9) {
18+ gl_FragColor *= u_Color[2];
19+ } else if(texcolor.b > 0.9) {
20+ gl_FragColor *= u_Color[3];
21+ }
22+
23+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
24+ vec4 c = vec4(effectColor.rgb, gl_FragColor.a);
25+ c.rgb *= vec3(3.0, 0.0, 0.0);
26+ gl_FragColor.rgb = mix(gl_FragColor.rgb, c.rgb, c.rgb);
27+ if(gl_FragColor.a < 0.01) discard;
28+}
A RD_Client/data/shaders/outfit_red_energy_vertex.frag +25-0 View file
@@ -0,0 +1,25 @@
1+attribute vec2 a_TexCoord;
2+attribute vec2 a_Vertex;
3+uniform mat3 u_TextureMatrix;
4+varying vec2 v_TexCoord;
5+varying vec2 v_TexCoord2;
6+varying vec2 v_TexCoord3;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Depth;
11+uniform float u_Time;
12+uniform float u_SpriteScale;
13+
14+vec2 effectTextureSize = vec2(64.0, 64.0);
15+vec2 direction = vec2(1.0,1.0);
16+float speed = 10.0;
17+
18+void main()
19+{
20+ vec2 offset = direction * speed * u_Time;
21+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0);
22+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
23+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
24+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
25+}
A RD_Client/data/shaders/outfit_reo_frag.frag +42-0 View file
@@ -0,0 +1,42 @@
1+uniform mat4 u_Color;
2+varying vec2 v_TexCoord;
3+varying vec2 v_TexCoord2;
4+varying vec2 v_TexCoord3;
5+varying vec2 v_Position;
6+uniform sampler2D u_Tex0;
7+uniform float u_Time;
8+uniform vec2 u_Resolution;
9+uniform float u_spriteSize;
10+
11+float line_thickness = 0.5;
12+
13+void main()
14+{
15+ vec2 size = line_thickness * vec2(1.0 / 512.0, 1.0 / 512.0);
16+
17+ float outline = texture2D(u_Tex0, v_TexCoord + vec2(-size.x, 0)).a;
18+ outline += texture2D(u_Tex0, v_TexCoord + vec2(0, size.y)).a;
19+ outline += texture2D(u_Tex0, v_TexCoord + vec2(size.x, 0)).a;
20+ outline += texture2D(u_Tex0, v_TexCoord + vec2(0, -size.y)).a;
21+ outline += texture2D(u_Tex0, v_TexCoord + vec2(-size.x, size.y)).a;
22+ outline += texture2D(u_Tex0, v_TexCoord + vec2(size.x, size.y)).a;
23+ outline += texture2D(u_Tex0, v_TexCoord + vec2(-size.x, -size.y)).a;
24+ outline += texture2D(u_Tex0, v_TexCoord + vec2(size.x, -size.y)).a;
25+ outline = min(outline, 1.0);
26+
27+ vec4 outline_colour;
28+ // Change the color to white and orange
29+ outline_colour.r = 1.0; // White
30+ outline_colour.g = 0.5 + 0.5 * sin(u_Time); // Orange
31+ outline_colour.b = 0.2; // Dark Orange
32+ outline_colour.a = 1.0;
33+
34+ // Introduce an orange wavy pattern effect
35+ float wave = sin(u_Time + v_TexCoord.x * 10.0);
36+ outline_colour.rgb += wave * 0.1;
37+
38+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
39+ gl_FragColor = mix(gl_FragColor, outline_colour, outline - gl_FragColor.a);
40+
41+ if (gl_FragColor.a < 0.01) discard;
42+}
A RD_Client/data/shaders/outfit_reo_vert.frag +16-0 View file
@@ -0,0 +1,16 @@
1+attribute vec2 a_Vertex;
2+attribute vec2 a_TexCoord;
3+uniform mat3 u_TextureMatrix;
4+varying vec2 v_TexCoord;
5+varying vec2 v_TexCoord2;
6+uniform mat3 u_TransformMatrix;
7+uniform mat3 u_ProjectionMatrix;
8+uniform vec2 u_Offset;
9+
10+void main()
11+{
12+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
13+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
14+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
15+}
16+
A RD_Client/data/shaders/outfit_roah.frag +29-0 View file
@@ -0,0 +1,29 @@
1+uniform mat4 u_Color;
2+varying vec2 v_TexCoord;
3+varying vec2 v_TexCoord2;
4+varying vec2 v_TexCoord3;
5+varying vec2 v_Position;
6+uniform sampler2D u_Tex0;
7+uniform float u_Time;
8+uniform vec2 u_Resolution;
9+
10+void main()
11+{
12+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
13+ vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
14+ vec4 texcolor2 = texture2D(u_Tex0, v_TexCoord3);
15+ if(texcolor.r > 0.9) {
16+ gl_FragColor *= texcolor.g > 0.9 ? u_Color[0] : u_Color[1];
17+ } else if(texcolor.g > 0.9) {
18+ gl_FragColor *= u_Color[2];
19+ } else if(texcolor.b > 0.9) {
20+ gl_FragColor *= u_Color[3];
21+ }
22+ if(gl_FragColor.a < 0.01) {
23+ if(texcolor2.a > 0.01) {
24+ gl_FragColor = vec4(0.5 + abs(0.5 - mod(u_Time, 1.0)), 1.0, 1.0, 1.0);
25+ } else {
26+ discard;
27+ }
28+ }
29+}
A RD_Client/data/shaders/outfit_rpoly_fragment.frag +21-0 View file
@@ -0,0 +1,21 @@
1+uniform float u_Depth;
2+uniform mat4 u_Color;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+uniform sampler2D u_Tex0;
7+uniform sampler2D u_Tex1;
8+uniform float u_Time;
9+
10+void main()
11+{
12+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
13+
14+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
15+
16+ vec4 c = vec4(effectColor.rgb, gl_FragColor.a);
17+
18+ gl_FragColor.rgb = mix(gl_FragColor.rgb, c.rgb, c.rgb);
19+
20+ if(gl_FragColor.a < 0.01) discard;
21+}
A RD_Client/data/shaders/outfit_rpoly_vertex.frag +25-0 View file
@@ -0,0 +1,25 @@
1+attribute vec2 a_TexCoord;
2+attribute vec2 a_Vertex;
3+uniform mat3 u_TextureMatrix;
4+varying vec2 v_TexCoord;
5+varying vec2 v_TexCoord2;
6+varying vec2 v_TexCoord3;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Depth;
11+uniform float u_Time;
12+uniform float u_SpriteScale;
13+
14+vec2 effectTextureSize = vec2(800.0, 530.0);
15+vec2 direction = vec2(0.5,1.0);
16+float speed = 50.0;
17+
18+void main()
19+{
20+ vec2 offset = direction * speed * u_Time;
21+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0);
22+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
23+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
24+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
25+}
A RD_Client/data/shaders/outfit_rvoltage_fragment.frag +21-0 View file
@@ -0,0 +1,21 @@
1+uniform float u_Depth;
2+uniform mat4 u_Color;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+uniform sampler2D u_Tex0;
7+uniform sampler2D u_Tex1;
8+uniform float u_Time;
9+
10+void main()
11+{
12+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
13+
14+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
15+
16+ vec4 c = vec4(effectColor.rgb, gl_FragColor.a);
17+
18+ gl_FragColor.rgb = mix(gl_FragColor.rgb, c.rgb, c.rgb);
19+
20+ if(gl_FragColor.a < 0.01) discard;
21+}
A RD_Client/data/shaders/outfit_rvoltage_vertex.frag +25-0 View file
@@ -0,0 +1,25 @@
1+attribute vec2 a_TexCoord;
2+attribute vec2 a_Vertex;
3+uniform mat3 u_TextureMatrix;
4+varying vec2 v_TexCoord;
5+varying vec2 v_TexCoord2;
6+varying vec2 v_TexCoord3;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Depth;
11+uniform float u_Time;
12+uniform float u_SpriteScale;
13+
14+vec2 effectTextureSize = vec2(64.0, 64.0);
15+vec2 direction = vec2(1.0,1.0);
16+float speed = 10.0;
17+
18+void main()
19+{
20+ vec2 offset = direction * speed * u_Time;
21+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, u_Depth / 16384.0, 1.0);
22+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
23+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
24+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
25+}
A RD_Client/data/shaders/outfit_spiral.frag +20-0 View file
@@ -0,0 +1,20 @@
1+uniform float u_Time;
2+uniform sampler2D u_Tex0;
3+varying vec2 v_TexCoord;
4+
5+void main()
6+{
7+ vec4 col = texture2D(u_Tex0, v_TexCoord);
8+
9+
10+ // Rotating spiral pattern
11+ float rotationSpeed = 0.5;
12+ float spiralIntensity = 1.5;
13+ float angle = u_Time * rotationSpeed;
14+ float radius = length(v_TexCoord - 0.5);
15+ float spiralOffset = spiralIntensity * sin(radius * 10.0 - angle);
16+ vec3 spiralColor = vec3(spiralOffset, spiralOffset, spiralOffset);
17+ col.rgb += spiralColor;
18+
19+ gl_FragColor = col;
20+}
A RD_Client/data/shaders/outfit_stars_fragment.frag +16-0 View file
@@ -0,0 +1,16 @@
1+uniform mat4 u_Color;
2+varying vec2 v_TexCoord;
3+varying vec2 v_TexCoord2;
4+varying vec2 v_TexCoord3;
5+uniform sampler2D u_Tex0;
6+uniform sampler2D u_Tex1;
7+void main()
8+{
9+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
10+ vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
11+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
12+ if(texcolor.a > 0.9) {
13+ gl_FragColor *= effectColor * 2.0;
14+ }
15+ if(gl_FragColor.a < 0.01) discard;
16+}
A RD_Client/data/shaders/outfit_stars_vertex.frag +24-0 View file
@@ -0,0 +1,24 @@
1+attribute vec2 a_TexCoord;
2+uniform mat3 u_TextureMatrix;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+attribute vec2 a_Vertex;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Time;
11+
12+vec2 effectTextureSize = vec2(221.0, 212.0);
13+vec2 direction = vec2(1.0,1.0);
14+float speed = 10.0;
15+
16+void main()
17+{
18+ vec2 offset = direction * speed * u_Time;
19+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
20+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
21+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
22+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
23+}
24+
A RD_Client/data/shaders/outfit_static_fragment.frag +16-0 View file
@@ -0,0 +1,16 @@
1+uniform mat4 u_Color;
2+varying vec2 v_TexCoord;
3+varying vec2 v_TexCoord2;
4+varying vec2 v_TexCoord3;
5+uniform sampler2D u_Tex0;
6+uniform sampler2D u_Tex1;
7+void main()
8+{
9+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
10+ vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
11+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
12+ if(texcolor.a > 0.9) {
13+ gl_FragColor *= effectColor * 2.0;
14+ }
15+ if(gl_FragColor.a < 0.01) discard;
16+}
A RD_Client/data/shaders/outfit_static_vertex.frag +24-0 View file
@@ -0,0 +1,24 @@
1+attribute vec2 a_TexCoord;
2+uniform mat3 u_TextureMatrix;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+attribute vec2 a_Vertex;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Time;
11+
12+vec2 effectTextureSize = vec2(500.0, 474.0);
13+vec2 direction = vec2(1.0,1.0);
14+float speed = 7.0;
15+
16+void main()
17+{
18+ vec2 offset = direction * speed * u_Time;
19+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1, 1);
20+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
21+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
22+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
23+}
24+
A RD_Client/data/shaders/outfit_sun_fragment.frag +16-0 View file
@@ -0,0 +1,16 @@
1+uniform mat4 u_Color;
2+varying vec2 v_TexCoord;
3+varying vec2 v_TexCoord2;
4+varying vec2 v_TexCoord3;
5+uniform sampler2D u_Tex0;
6+uniform sampler2D u_Tex1;
7+void main()
8+{
9+ gl_FragColor = texture2D(u_Tex0, v_TexCoord);
10+ vec4 texcolor = texture2D(u_Tex0, v_TexCoord2);
11+ vec4 effectColor = texture2D(u_Tex1, v_TexCoord3);
12+ if(texcolor.a > 0.9) {
13+ gl_FragColor *= effectColor * 2.0;
14+ }
15+ if(gl_FragColor.a < 0.01) discard;
16+}
A RD_Client/data/shaders/outfit_sun_vertex.frag +24-0 View file
@@ -0,0 +1,24 @@
1+attribute vec2 a_TexCoord;
2+uniform mat3 u_TextureMatrix;
3+varying vec2 v_TexCoord;
4+varying vec2 v_TexCoord2;
5+varying vec2 v_TexCoord3;
6+attribute vec2 a_Vertex;
7+uniform mat3 u_TransformMatrix;
8+uniform mat3 u_ProjectionMatrix;
9+uniform vec2 u_Offset;
10+uniform float u_Time;
11+
12+vec2 effectTextureSize = vec2(420.0, 420.0);
13+vec2 direction = vec2(1.0,1.0);
14+float speed = 5.0;
15+
16+void main()
17+{
18+ vec2 offset = direction * speed * u_Time;
19+ gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1, 1);
20+ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
21+ v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
22+ v_TexCoord3 = ((a_TexCoord + offset) / effectTextureSize);
23+}
24+
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