More branch merging

This commit is contained in:
Anuken
2021-10-14 20:58:03 -04:00
parent ad1c75d050
commit 6b59c1cd83
108 changed files with 1018 additions and 380 deletions

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@@ -1295,6 +1295,7 @@ block.plated-conduit.name = Plated Conduit
block.phase-conduit.name = Phase Conduit
block.liquid-router.name = Liquid Router
block.liquid-tank.name = Liquid Tank
block.liquid-container.name = Liquid Container
block.liquid-junction.name = Liquid Junction
block.bridge-conduit.name = Bridge Conduit
block.rotary-pump.name = Rotary Pump
@@ -1506,6 +1507,7 @@ block.conduit.description = Moves liquids forward. Used in conjunction with pump
block.pulse-conduit.description = Moves liquids forward. Transports faster and stores more than standard conduits.
block.plated-conduit.description = Moves liquids forward. Does not accept input from the sides. Does not leak.
block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid.
block.liquid-container.description = Stores a sizeable amount of liquid. Outputs to all sides, similarly to a liquid router.
block.liquid-tank.description = Stores a large amount of liquid. Outputs to all sides, similarly to a liquid router.
block.liquid-junction.description = Acts as a bridge for two crossing conduits.
block.bridge-conduit.description = Transports liquids over terrain or buildings.

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@@ -361,3 +361,10 @@
63347=crater-stone|block-crater-stone-ui
63346=deep-tainted-water|block-deep-tainted-water-ui
63345=pooled-cryofluid|block-pooled-cryofluid-ui
63344=empty|block-empty-ui
63343=liquid-container|block-liquid-container-ui
63342=deconstructor|block-deconstructor-ui
63341=constructor|block-constructor-ui
63340=large-constructor|block-large-constructor-ui
63339=payload-loader|block-payload-loader-ui
63338=payload-unloader|block-payload-unloader-ui

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20
core/assets/shaders/clouds.vert Executable file
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@@ -0,0 +1,20 @@
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
uniform mat4 u_proj;
uniform mat4 u_trans;
uniform vec3 u_lightdir;
uniform vec3 u_ambientColor;
uniform float u_alpha;
varying vec4 v_col;
const vec3 diffuse = vec3(0.01);
void main(){
vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
v_col = a_color * vec4(norc, u_alpha);
gl_Position = u_proj * u_trans * a_position;
}