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Merge pull request #80 from AvantTeam/v140.4
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main/assets-raw/sprites/blocks/fyoungcha/defense/cupronickel-wall-border-heat.png
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main/assets-raw/sprites/blocks/fyoungcha/defense/cupronickel-wall-border.png
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main/assets-raw/sprites/blocks/fyoungcha/defense/cupronickel-wall-large.png
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main/assets-raw/sprites/blocks/fyoungcha/defense/cupronickel-wall.png
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main/assets-raw/sprites/blocks/fyoungcha/power/heat-plate/heat-plate-heat.png
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main/assets-raw/sprites/blocks/fyoungcha/power/heat-plate/heat-plate.png
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...ts-raw/sprites/blocks/fyoungcha/power/small-transmission/small-transmission.png
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main/assets-raw/sprites/liquids/ground/ground-liquid-neoplasm-data.png
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main/assets-raw/sprites/parts/unit/engine/part-engine-large-icon.png
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main/assets-raw/sprites/parts/unit/engine/part-engine-small-icon.png
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main/assets-raw/sprites/parts/unit/engine/part-engine-small-outline.png
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main/assets-raw/sprites/parts/unit/engine/part-engine-small-rotator.png
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Original file line number | Diff line number | Diff line change |
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#define HIGHP | ||
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uniform sampler2D u_texture; | ||
uniform sampler2D u_sprites; | ||
uniform float u_time; | ||
uniform vec2 u_resolution; | ||
uniform int u_sprites_width; | ||
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varying vec4 v_color; | ||
varying vec2 v_texCoords; | ||
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const float epsilon = 0.001; | ||
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vec4 getTex(vec2 offset, int type){ | ||
offset = mod(offset,vec2(3.0))/3.0; | ||
float ts = 1.0/float(u_sprites_width); | ||
float ty = float(type/u_sprites_width)*ts+epsilon; | ||
float tx = mod(float(type),float(u_sprites_width))*ts+epsilon; | ||
ts-=epsilon*2.0; | ||
return texture2D(u_sprites,vec2(tx+offset.x*ts,ty+offset.y*ts)); | ||
} | ||
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float getNoise(vec2 offset){ | ||
offset = mod(offset,vec2(3.0))/3.0; | ||
float ts = 1.0/float(u_sprites_width) - epsilon * 2.0 ; | ||
return texture2D(u_sprites,vec2(epsilon+offset.x*ts,epsilon+offset.y*ts)).r; | ||
} | ||
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float getLayeredNoise(vec2 offset){ | ||
return (getNoise(offset*0.333) + 0.5* getNoise(offset))/1.5; | ||
} | ||
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float blendFun(float x){ | ||
return 1.0-2.0*abs(fract(x)-0.5); | ||
} | ||
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vec4 getBlendedTex(vec2 offset,vec2 dir, float t, int type){ | ||
t = fract(t); | ||
return blendFun(t)*getTex(offset+dir*t,type) + blendFun(t+0.5)*getTex(offset+dir*fract(t+0.5),type); | ||
} | ||
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float getBlendedNoise(vec2 offset,vec2 dir, float t){ | ||
t = fract(t); | ||
return blendFun(t)*getLayeredNoise(offset+dir*t) + blendFun(t+0.5)*getLayeredNoise(offset+dir*fract(t+0.5)); | ||
} | ||
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float contrast(float t,float am){ | ||
return (t-0.5)*am+0.5; | ||
} | ||
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void main(){ | ||
vec4 color = texture2D(u_texture, v_texCoords.xy); | ||
float depth = color.a; | ||
if(depth<0.1){ | ||
discard; | ||
} | ||
vec2 tilepos = v_texCoords.xy*u_resolution.xy; | ||
float type = texture2D(u_texture, (floor(tilepos)+vec2(0.5))/u_resolution.xy).r; | ||
vec2 vel = (color.gb-vec2(0.5))*10.0; | ||
float vdis = length(vel); | ||
gl_FragColor = getBlendedTex(tilepos ,-vel, u_time * 0.007,int(type*256.0)+1); | ||
gl_FragColor.a *= clamp(depth*2.0,0.0,1.0); | ||
gl_FragColor.rgb *= 1.0-(depth-0.1)*0.5; | ||
float wavedepth = clamp((depth-0.1)*10.0,0.0,1.0); | ||
bool isWave = depth+sin(u_time*0.07+wavedepth*wavedepth*9.0)*0.4*(1.0-wavedepth) < 0.2; // border ripples | ||
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float noiser = contrast(getBlendedNoise(tilepos*0.5 ,-vel*0.5, u_time * 0.007+1.0),1.5); // the rapids foam | ||
if(isWave || noiser<vdis*0.1){ | ||
gl_FragColor = mix(gl_FragColor,vec4(1.0),0.5); | ||
} | ||
} | ||
|
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Original file line number | Diff line number | Diff line change |
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uniform mat4 u_projTrans; | ||
uniform int u_sprites_width; | ||
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attribute vec4 a_position; | ||
attribute vec2 a_texCoord0; | ||
attribute vec4 a_color; | ||
attribute vec4 a_mix_color; | ||
attribute float a_fluidType; | ||
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varying vec4 v_shallowcolor; | ||
varying vec4 v_deepcolor; | ||
varying vec2 v_texCoords; | ||
varying float v_fluidType; | ||
varying float v_tx; | ||
varying float v_ty; | ||
varying float v_tx2; | ||
varying float v_ty2; | ||
varying float v_ts; | ||
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const float epsilon = 0.002; | ||
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uniform vec2 u_viewportInverse; | ||
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float round(float a){ | ||
return floor(a + 0.5); | ||
} | ||
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void main(){ | ||
gl_Position = u_projTrans * a_position; | ||
v_texCoords = a_texCoord0; | ||
v_shallowcolor = a_color; | ||
v_deepcolor = a_mix_color; | ||
v_fluidType = a_fluidType; | ||
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v_ts = 1.0/float(u_sprites_width); | ||
v_ty = float(int(a_fluidType*2.0)/u_sprites_width)*v_ts+epsilon; | ||
v_tx = mod(a_fluidType*2.0,float(u_sprites_width))*v_ts+epsilon; | ||
v_ty2 = float(floor(round(a_fluidType*2.0+1.0)/float(u_sprites_width)))*v_ts+epsilon; | ||
v_tx2 = mod(a_fluidType*2.0+1.0,float(u_sprites_width))*v_ts+epsilon; | ||
v_ts-=epsilon*2.0; | ||
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} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,90 @@ | ||
#define HIGHP | ||
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uniform sampler2D u_texture; | ||
uniform sampler2D u_sprites; | ||
uniform float u_time; | ||
uniform float u_trans; | ||
uniform vec2 u_resolution; | ||
uniform vec2 u_chunksize; | ||
uniform vec2 u_offset; | ||
uniform int u_sprites_width; | ||
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varying vec4 v_shallowcolor; | ||
varying vec4 v_deepcolor; | ||
varying vec2 v_texCoords; | ||
varying float v_fluidType; | ||
varying float v_tx; | ||
varying float v_ty; | ||
varying float v_tx2; | ||
varying float v_ty2; | ||
varying float v_ts; | ||
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const float epsilon = 0.001; | ||
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vec4 getTex(vec2 offset){ | ||
offset = mod(offset,vec2(3.0))/3.0; | ||
return texture2D(u_sprites,vec2(v_tx+offset.x*v_ts,v_ty+offset.y*v_ts)); | ||
} | ||
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float getNoise(vec2 offset){ | ||
offset = mod(offset,vec2(2.0))/3.0; | ||
return texture2D(u_sprites,vec2(v_tx2+offset.x*(v_ts-epsilon),v_ty2+(offset.y+0.3333)*(v_ts-epsilon))).r; | ||
} | ||
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float getLayeredNoise(vec2 offset){ | ||
return (getNoise(offset*0.08) + 0.5* getNoise(offset*0.333) + 0.25* getNoise(offset))/1.75; | ||
} | ||
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float blendFun(float x){ | ||
return 1.0-2.0*abs(fract(x)-0.5); | ||
} | ||
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vec4 getBlendedTex(vec2 offset,vec2 dir, float t){ | ||
t = fract(t); | ||
return blendFun(t)*getTex(offset+dir*t) + blendFun(t+0.5)*getTex(offset+dir*fract(t+0.5)); | ||
} | ||
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float getBlendedNoise(vec2 offset,vec2 dir, float t){ | ||
t = fract(t); | ||
return blendFun(t)*getLayeredNoise(offset+dir*t) + blendFun(t+0.5)*getLayeredNoise(offset+dir*fract(t+0.5)); | ||
} | ||
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vec4 getWaveTex(float t){ | ||
return texture2D(u_sprites,vec2(v_tx2+clamp(t,epsilon,1.0-epsilon)*v_ts,v_ty2+0.1666*v_ts)); | ||
} | ||
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float contrast(float t,float am){ | ||
return (t-0.5)*am+0.5; | ||
} | ||
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vec4 alphaComposite(vec4 under,vec4 over){ | ||
float a0 = over.a + under.a * (1.0-over.a); | ||
return vec4((over.rgb*over.a + under.rgb*under.a * (1.0-over.a))/a0,a0); | ||
} | ||
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void main(){ | ||
vec4 color = texture2D(u_texture, v_texCoords.xy); | ||
float depth = mix(color.r,color.a,u_trans); | ||
if(depth<0.1){ | ||
discard; | ||
} | ||
vec2 tilepos = mod(v_texCoords.xy*u_resolution.xy,u_chunksize.xy)+u_offset.xy; | ||
vec2 vel = (color.gb-vec2(0.5))*10.0; | ||
float vdis = length(vel); | ||
gl_FragColor = getBlendedTex(tilepos ,-vel, u_time * 0.007); | ||
gl_FragColor.rgba *= mix(v_shallowcolor,v_deepcolor,(depth-0.1)*1.5).rgba; | ||
float wavedepth = clamp((depth-0.1)*10.0,0.0,1.0); | ||
bool isWave = depth+sin(u_time*0.07+wavedepth*wavedepth*9.0)*0.4*(1.0-wavedepth) < 0.2; // border ripples | ||
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float noiser = contrast(getBlendedNoise(tilepos*0.5 ,-vel*0.5, u_time * 0.007+1.0),1.5)-0.3 + vdis*0.15; // the rapids foam | ||
if(isWave){ | ||
gl_FragColor = mix(gl_FragColor,vec4(1.0),0.5); | ||
} | ||
vec4 wtex = getWaveTex(noiser); | ||
gl_FragColor = alphaComposite(gl_FragColor,wtex); | ||
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} | ||
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