This commit is contained in:
eaglercraft 2024-03-02 22:18:18 -08:00
commit 573420e1b8
613 changed files with 5708 additions and 4445 deletions

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@ -17,5 +17,6 @@
<classpathentry kind="lib" path="deps_fix/lwjgl-openal.jar"/>
<classpathentry kind="lib" path="deps_fix/lwjgl-opengles.jar"/>
<classpathentry kind="lib" path="deps_fix/soundsystem-20120107.jar"/>
<classpathentry kind="lib" path="deps_fix/webrtc-java-0.8.0.jar"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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desktopRuntime/libwebrtc-java.so Executable file

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@ -8,8 +8,8 @@
<title>EaglercraftX 1.8</title>
<meta property="og:locale" content="en-US" />
<meta property="og:type" content="website" />
<meta property="og:title" content="EaglercraftX 1.8 Offline" />
<meta property="og:description" content="this file is not a website, whoever uploaded it to this URL is a dumbass" />
<meta property="og:title" content="EaglercraftX 1.8" />
<meta property="og:description" content="Play minecraft 1.8 in your browser" />
<script type="text/javascript">
"use strict";
const relayId = Math.floor(Math.random() * 3);
@ -31,10 +31,15 @@ window.eaglercraftXOptsHints = {
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
</script>
<style type="eaglercraft" id="eaglercraftXClientSignature">data:application/octet-stream;base64,${client_signature}</style>
<style type="eaglercraft" id="eaglercraftXClientBundle">data:application/octet-stream;base64,${client_bundle}</style>
<script type="text/javascript">
"use strict";
window.eaglercraftXClientSignature = "data:application/octet-stream;base64,${client_signature}";
window.eaglercraftXClientBundle = "data:application/octet-stream;base64,${client_bundle}";
(function(){
function eaglerBundleUnwrap(tagIn) { const e = document.getElementById(tagIn); const ret = e.innerText; e.remove(); return ret; }
window.eaglercraftXClientSignature = eaglerBundleUnwrap("eaglercraftXClientSignature");
window.eaglercraftXClientBundle = eaglerBundleUnwrap("eaglercraftXClientBundle");
})();
</script>
<script type="text/javascript">
"use strict";

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@ -539,6 +539,28 @@
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: webrtc-java
Project Author: Alex Andres
Project URL: https://github.com/devopvoid/webrtc-java
Used For: WebRTC LAN worlds in desktop runtime
* Copyright 2019 Alex Andres
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Project Name: Netty
Project Author: Netty Project
Project URL: https://netty.io/

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@ -1,116 +1,116 @@
#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
in vec3 a_position3f;
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 a_texture2f;
out vec2 v_texture2f;
uniform mat4 u_textureMat4f01;
#endif
#ifdef COMPILE_COLOR_ATTRIB
in vec4 a_color4f;
out vec4 v_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
in vec4 a_normal4f;
out vec3 v_normal3f;
out float v_block1f;
#endif
#ifdef COMPILE_STATE_WAVING_BLOCKS
uniform mat4 u_modelMatrix4f;
uniform mat4 u_viewMatrix4f;
uniform vec3 u_wavingBlockOffset3f;
uniform vec4 u_wavingBlockParam4f;
#ifndef COMPILE_NORMAL_ATTRIB
uniform float u_blockConstant1f;
#endif
#define DO_COMPILE_STATE_WAVING_BLOCKS
#define FAKE_SIN(valueIn, valueOut)\
valueOut = abs(1.0 - fract(valueIn * 0.159155) * 2.0);\
valueOut = valueOut * valueOut * (3.0 - 2.0 * valueOut) * 2.0 - 1.0;
#define LIB_INCLUDE_WAVING_BLOCKS_FUNCTION
#endif
#EAGLER INCLUDE (2) "eagler:glsl/deferred/lib/waving_blocks.glsl"
#ifdef COMPILE_NORMAL_MATERIAL_TEXTURE
out vec3 v_viewdir3f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 a_lightmap2f;
out vec2 v_lightmap2f;
uniform mat4 u_textureMat4f02;
#endif
uniform mat4 u_modelviewMat4f;
uniform mat4 u_projectionMat4f;
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
void main() {
#ifdef COMPILE_TEXTURE_ATTRIB
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
#endif
#ifdef COMPILE_COLOR_ATTRIB
v_color4f = a_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
float blockId = v_block1f = floor((a_normal4f.w + 1.0) * 127.0 + 0.5);
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
vec3 v_lightmapTmp3f = TEX_MAT3(u_textureMat4f02) * vec3(a_lightmap2f, 1.0);
v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
#endif
vec4 pos = vec4(a_position3f, 1.0);
#ifdef DO_COMPILE_STATE_WAVING_BLOCKS
#ifndef COMPILE_NORMAL_ATTRIB
float blockId = u_blockConstant1f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
if(v_lightmap2f.y > 0.33) {
COMPUTE_WAVING_BLOCKS(pos, min(v_lightmap2f.y * 3.0 - 1.0, 1.0), 24.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
}else {
pos = u_modelviewMat4f * pos;
}
#else
COMPUTE_WAVING_BLOCKS(pos, 1.0, 32.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
#endif
#else
pos = u_modelviewMat4f * pos;
#endif
#ifdef COMPILE_NORMAL_MATERIAL_TEXTURE
v_viewdir3f = pos.xyz / pos.w;
#endif
gl_Position = u_projectionMat4f * pos;
}
#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
in vec3 a_position3f;
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 a_texture2f;
out vec2 v_texture2f;
uniform mat4 u_textureMat4f01;
#endif
#ifdef COMPILE_COLOR_ATTRIB
in vec4 a_color4f;
out vec4 v_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
in vec4 a_normal4f;
out vec3 v_normal3f;
out float v_block1f;
#endif
#ifdef COMPILE_STATE_WAVING_BLOCKS
uniform mat4 u_modelMatrix4f;
uniform mat4 u_viewMatrix4f;
uniform vec3 u_wavingBlockOffset3f;
uniform vec4 u_wavingBlockParam4f;
#ifndef COMPILE_NORMAL_ATTRIB
uniform float u_blockConstant1f;
#endif
#define DO_COMPILE_STATE_WAVING_BLOCKS
#define FAKE_SIN(valueIn, valueOut)\
valueOut = abs(1.0 - fract(valueIn * 0.159155) * 2.0);\
valueOut = valueOut * valueOut * (3.0 - 2.0 * valueOut) * 2.0 - 1.0;
#define LIB_INCLUDE_WAVING_BLOCKS_FUNCTION
#endif
#EAGLER INCLUDE (2) "eagler:glsl/deferred/lib/waving_blocks.glsl"
#ifdef COMPILE_NORMAL_MATERIAL_TEXTURE
out vec3 v_viewdir3f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 a_lightmap2f;
out vec2 v_lightmap2f;
uniform mat4 u_textureMat4f02;
#endif
uniform mat4 u_modelviewMat4f;
uniform mat4 u_projectionMat4f;
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
void main() {
#ifdef COMPILE_TEXTURE_ATTRIB
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
#endif
#ifdef COMPILE_COLOR_ATTRIB
v_color4f = a_color4f;
#endif
#ifdef COMPILE_NORMAL_ATTRIB
v_normal3f = normalize(mat3(u_modelviewMat4f) * a_normal4f.xyz);
float blockId = v_block1f = floor((a_normal4f.w + 1.0) * 127.0 + 0.5);
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
vec3 v_lightmapTmp3f = TEX_MAT3(u_textureMat4f02) * vec3(a_lightmap2f, 1.0);
v_lightmap2f = v_lightmapTmp3f.xy / v_lightmapTmp3f.z;
#endif
vec4 pos = vec4(a_position3f, 1.0);
#ifdef DO_COMPILE_STATE_WAVING_BLOCKS
#ifndef COMPILE_NORMAL_ATTRIB
float blockId = u_blockConstant1f;
#endif
#ifdef COMPILE_LIGHTMAP_ATTRIB
if(v_lightmap2f.y > 0.33) {
COMPUTE_WAVING_BLOCKS(pos, min(v_lightmap2f.y * 3.0 - 1.0, 1.0), 24.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
}else {
pos = u_modelviewMat4f * pos;
}
#else
COMPUTE_WAVING_BLOCKS(pos, 1.0, 32.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
#endif
#else
pos = u_modelviewMat4f * pos;
#endif
#ifdef COMPILE_NORMAL_MATERIAL_TEXTURE
v_viewdir3f = pos.xyz / pos.w;
#endif
gl_Position = u_projectionMat4f * pos;
}

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@ -34,7 +34,7 @@ void main() {
float lumaHDR = textureLod(u_framebufferLumaAvgInput, vec2(0.5), 0.0).r;
vec3 input3f = textureLod(u_lightingHDRFramebufferTexture, v_position2f, 0.0).rgb;
input3f /= (0.1 + clamp(lumaHDR * 6.0, 0.2, 4.0));
input3f /= (0.07 + clamp(lumaHDR * 6.0, 0.2, 4.0));
input3f *= u_exposure3f;

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@ -44,6 +44,41 @@ eaglercraft.editProfile.playerSkin=Player Skin
eaglercraft.editProfile.addSkin=Add Skin
eaglercraft.editProfile.clearSkin=Clear List
eaglercraft.editProfile.importExport=Import/Export
eaglercraft.settingsBackup.importExport.title=What do you wanna do?
eaglercraft.settingsBackup.importExport.import=Import Profile and Settings...
eaglercraft.settingsBackup.importExport.export=Export Profile and Settings...
eaglercraft.settingsBackup.import.title=Import Profile and Settings
eaglercraft.settingsBackup.import.option.profile=Import Profile:
eaglercraft.settingsBackup.import.option.settings=Import Settings:
eaglercraft.settingsBackup.import.option.servers=Import Servers:
eaglercraft.settingsBackup.import.option.resourcePacks=Resource Packs:
eaglercraft.settingsBackup.import.option.import=Import
eaglercraft.settingsBackup.export.title=Export Profile and Settings
eaglercraft.settingsBackup.export.option.profile=Export Profile:
eaglercraft.settingsBackup.export.option.settings=Export Settings:
eaglercraft.settingsBackup.export.option.servers=Export Servers:
eaglercraft.settingsBackup.export.option.resourcePacks=Resource Packs:
eaglercraft.settingsBackup.export.option.export=Export
eaglercraft.settingsBackup.exporting.1=Exporting Profile...
eaglercraft.settingsBackup.exporting.2=Please Wait.
eaglercraft.settingsBackup.exporting.failed.1=Export Failed!
eaglercraft.settingsBackup.exporting.failed.2=Could not compile EPK
eaglercraft.settingsBackup.importing.1=Importing Profile...
eaglercraft.settingsBackup.importing.2=Please Wait.
eaglercraft.settingsBackup.importing.failed.1=Import Failed!
eaglercraft.settingsBackup.importing.failed.2=Could not load EPK
eaglercraft.resourcePack.importFailed.1=Import Failed!
eaglercraft.resourcePack.importFailed.2=Could not import ZIP file
eaglercraft.singleplayer.integratedStartup=Starting integrated server
eaglercraft.addServer.SSLWarn1=you are on an https: page!

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