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LiquidBounce Forum

  1. Home
  2. Kotlin/Java
  3. Rise background

Rise background

Scheduled Pinned Locked Moved Kotlin/Java
19 Posts 9 Posters 2.5k Views 1 Watching
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  • A Offline
    A Offline
    Aftery
    wrote on last edited by
    #10
    This post is deleted!
    1 Reply Last reply
    0
    • ? Offline
      ? Offline
      A Former User
      wrote on last edited by
      #11

      @ender1337 said in Rise background:

      @poop-dealer https://forums.ccbluex.net/user/poop_dealer

      when you cant explain this

      qsjLy4l3Tr.png

      definitely not your alt

      1 Reply Last reply
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      • ? Offline
        ? Offline
        A Former User
        wrote on last edited by
        #12

        reddit trolls are better than you @ENDER1337

        1 Reply Last reply
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        • ? Offline
          ? Offline
          A Former User
          wrote on last edited by
          #13

          @________ randomwords[Random.nextInt(0 ,randomwords.length)]

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          • qwq LiulihaocaiQ qwq Liulihaocai

            THIS IS NOT A BACKGROUND SHADER
            code

            /**
             * @author liulihaocai
             */
            class GuiRiseBackground : GuiScreen() {
                override fun initGui() {
                    val bufferedImage = ImageIO.read(GuiRiseBackground::class.java.classLoader.getResourceAsStream("assets/minecraft/fdpclient/misc/bg.png"))
                    mc.textureManager.loadTexture(ResourceLocation("NMSL"), DynamicTexture(bufferedImage))
                }
            
                override fun drawBackground(tint: Int) {
                    GL11.glDisable(GL11.GL_DEPTH_TEST)
                    GL11.glEnable(GL11.GL_BLEND)
                    GL11.glDepthMask(false)
                    OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO)
                    RenderUtils.glColor(hslRainbow(1))
                    mc.textureManager.bindTexture(ResourceLocation("NMSL"))
                    drawModalRectWithCustomSizedTexture(0, 0, 0f, 0f, width, height, width.toFloat(), height.toFloat())
                    GL11.glDepthMask(true)
                    GL11.glDisable(GL11.GL_BLEND)
                    GL11.glEnable(GL11.GL_DEPTH_TEST)
                }
            
                override fun drawScreen(mouseX: Int, mouseY: Int, partialTicks: Float) {
                    drawBackground(-1)
                }
            
                private val startTime=System.currentTimeMillis()
            
                fun hslRainbow(index: Int,lowest: Float=0.41f,bigest: Float=0.58f,indexOffset: Int=300,timeSplit: Int=5000): Color {
                    return Color.getHSBColor((abs(((((System.currentTimeMillis()-startTime).toInt()+index*indexOffset)/timeSplit.toFloat())%2)-1) *(bigest-lowest))+lowest,0.7f,1f)
                }
            }
            

            and dont forgot to put the image
            1.png
            idk how 2 add a blur effect, plz add blur if u can :3

            SigmemeS Offline
            SigmemeS Offline
            Sigmeme
            wrote on last edited by
            #14

            @qwq-liulihaocai can u give for java not kotlin

            Plumer ManP 1 Reply Last reply
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            • SigmemeS Sigmeme

              @qwq-liulihaocai can u give for java not kotlin

              Plumer ManP Offline
              Plumer ManP Offline
              Plumer Man
              wrote on last edited by
              #15

              @sigmeme Skidder.....

              SigmemeS 1 Reply Last reply
              0
              • Plumer ManP Plumer Man

                @sigmeme Skidder.....

                SigmemeS Offline
                SigmemeS Offline
                Sigmeme
                wrote on last edited by Sigmeme
                #16

                @Plumer-Man The source was posted for a reason and that reason is for others to use sherlock

                Plumer ManP 1 Reply Last reply
                0
                • SigmemeS Sigmeme

                  @Plumer-Man The source was posted for a reason and that reason is for others to use sherlock

                  Plumer ManP Offline
                  Plumer ManP Offline
                  Plumer Man
                  wrote on last edited by
                  #17

                  @sigmeme Why are you asking for java, not hard to just port it over from kotlin 😐

                  SigmemeS 1 Reply Last reply
                  0
                  • Plumer ManP Plumer Man

                    @sigmeme Why are you asking for java, not hard to just port it over from kotlin 😐

                    SigmemeS Offline
                    SigmemeS Offline
                    Sigmeme
                    wrote on last edited by Sigmeme
                    #18

                    @plumer-man ok I will try then,
                    but I'm not so good with Kotlin and I also ask for where should the block of code go exactly??

                    E 1 Reply Last reply
                    0
                    • SigmemeS Sigmeme

                      @plumer-man ok I will try then,
                      but I'm not so good with Kotlin and I also ask for where should the block of code go exactly??

                      E Offline
                      E Offline
                      Ender__Flash
                      wrote on last edited by
                      #19

                      @sigmeme bro just use shader. Its looks better than this.2021-11-11_21.24.18.png
                      i did it myself and its shader

                      1 Reply Last reply
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