- added new modifier `loop` that reapplies shaders to parts of the previous frame
- `out_of_bounds` now has some slightly arcane parameters to do cool extra stuff, which `loop` shares
- added parameter `Squish` to `soup:rotate`, that when set to 1, makes it rotate without stretching the image
to see something cool using the new modifier, copy:
```
{"shaders":[{"id":"soup:rotate","passes":{"default":[{"uniforms":{"Angle":{"values":["10.0"]}}}]}},{"id":"soup:zigzag","passes":{"default":[{"uniforms":{"Zag":{"values":["0.02","0.13","0.42"]},"Zig":{"values":["7.0","0.0","2.0"]}}}]}}],"modifiers":[{"id":"soup:loop","passes":{"souper_secret_settings:before_layer_render":[{"uniforms":{"Offset":{"values":["31","-28"]}}}]}}]}
```
to your clipboard, then run
`/soup:layer copy load clipboard`
requires [luminance 1.0.1](https://modrinth.com/mod/luminance/version/1.0.1-release.1+1.21.4-fabric), which does indirectly add some new features to soup
- toggle soup on/off keybind now instead cycles off/world/ui
- `soup:noise3d` and `soup:patchwork` now do their noise in uv coordinates when in ui mode
- `soup:sepia` and `soup:voronoi` are now slightly more customisable
- `soup:crystallize` (the actual voronoi shader) now has parameter to use the Nth closest cell, instead of just the first
- flipped direction of `motion_blur`, so its actually correct
- the default layer that appears when deleting all layers didnt delete properly
- active layer will no longer be left on deleted layers when undoing/redoing
changelog:
- *everything*
- thats not even really exaggerating, the entire mod (other than the shaders) was redone from scratch
- **added a gui**, where you can edit the parameters of shaders
- layers are now a fully fledged system
- [many new shaders](https://github.com/Nettakrim/Souper-Secret-Settings/blob/luminance/SuperSecretSettingsList.md)
- many new features
- all commands now have different syntax
new shaders! (as always, listed [here](https://github.com/Nettakrim/Souper-Secret-Settings/blob/main/SuperSecretSettingsList.md) as well)
- `rolling_shutter` - updates the screen only at a line that moves down the screen, simulating a very slow rolling shutter, works well with `wobble`
- `checkerboard` - splits the screen into a checkerboard and offsets half of it, checkerboard x2 returns the screen to normal so you can sneak in a shader in the middle, `checkerboard -> rolling_shutter -> checkerboard` looks particularly cool
- `rings` - like blobs2, but rings instead of circles
- `life` - simulates [conways game of life](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) on each rgb channel of the image, works well with `phosphor` and colormapping shaders like `autumnal`
- `bloom` - from the a_or_b snapshot, makes bright objects have a white bloom
- `bloom_color` - like `bloom`, but a bit stronger and colored
- `bloom_spike` - like `bloom_color`, but instead of being circular, the bloom spreads in 3 distinct spikes
- `love` - from one of the april fools snapshots i think, makes everything a bit pinker
- `infrared` - emulates the look of aerochrome film
- `highpass` - smoother edge detection than sobel, and gray
- `mandelbrot` - maps the screen onto a mandelbrot fractal, very cool when mixed with kaleidoscope
likely mostly works for 1.21 - mclegoman has informed me that any time based shaders (wobble, collapse, the new rolling_shutter) act a bit chaotically in that version due to a mistake by mojang
- all namespaces are now checked for a shaders.json
- expanded shaders resourcepack should always enable automatically
- shader "stereogram" will no longer be randomly chosen when eating soup, this can be set per shader in resourcepacks
- the cursed camera shift shaders (anaglyph, mouse) no longer distort the x axis
marked as release instead of beta, because although layer effects need tweaks, the tweaks i have planned are signficant and will likely change the entire way the mod works, so the current form of the mod is representative of whatever the final 1.0.x update is
fixed bug where overwrite warning on recipe save didn't work properly
new shaders:
- brightness (rough inverse of dramatic)
- contrast (inverse of invert x2)
- toon
- halftone
- gaussian (better looking than vanillas "blur")
new layer effects:
- channel_cycle_additive
- channel_cycle_exclusive
these are both different implementations of the same idea of "what if each shader on the stack was applied to different RGB channels" so shader 1 is on the red channel, 2 on green channel, 3 on the blue channel, then 4 is back on red
channel_cycle_exclusive is generally a little more intuitive with what you end up seeing, ..._additive is more chaotic but can look very cool -- both are generally unreasonably powerful even for relatively small stack sizes
- various QoL tweaks
- added a bunch of new shaders
- made many commands be able to stack multiple at once
- added recipe saving/loading
- made namespaces work in shader resourcepacks
- made depth shaders work for post shaders
- allowed shaders to be linked to entities in resourcepacks
**it works fine in other 1.19 versions, but you have to manually activate the resourcepack to get the custom shaders**
the list of shaders is now gotten dynamically through a resource pack, so it is easy to add a new shader and other people can make compatible shader packs. **However**, because 1.19 resource pack version numbers are a mess, to make this work properly on every version would require a different mod file for each version, therefore this is only officially on 1.19.3 and is marked as beta - **it will work on other versions you will just have to manually activate the expanded shaders in resourcepacks**
Text is now translatable
Soup can now be toggled with /soup:toggle
Added new shader "suspicious", which tiles the screen with amogi