Faster shaders (?)

This commit is contained in:
Anuken 2020-04-09 20:50:11 -04:00
parent 2a74bb742b
commit 1efbd9dcf2
7 changed files with 70 additions and 143 deletions

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@ -3,84 +3,34 @@ precision highp float;
precision mediump int;
#endif
//shade 1 + 2
#define s2 vec3(100.0, 93.0, 49.0) / 100.0
#define s1 vec3(100.0, 60.0, 25.0) / 100.0
//shades of slag
#define S2 vec3(100.0, 93.0, 49.0) / 100.0
#define S1 vec3(100.0, 60.0, 25.0) / 100.0
#define NSCALE 300.0
uniform sampler2D u_texture;
uniform sampler2D u_noise;
uniform vec2 camerapos;
uniform vec2 screensize;
uniform float time;
uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main(){
vec2 c = v_texCoord.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
vec2 c = v_texCoord.xy;
vec4 color = texture2D(u_texture, c);
float btime = u_time / 4000.0;
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
vec3 color = texture2D(u_texture, c).rgb;
vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
vec2 coords = c / v + camerapos;
float stime = time / 5.0;
float mscl = 30.0;
float mth = 5.0;
//if there's something actually there
if(color.r > 0.01){
vec4 old = color;
color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0);
if(color.r < 0.01){
color = old;
}
const float bs = 1.1;
float n1 = snoise(coords / (30.0 * bs) + vec2(time) / 280.0);
float n2 = snoise((coords + vec2(632.0)) / (14.0 * bs) + vec2(0.0, -time) / 290.0);
float n3 = snoise((coords + vec2(2233.0)) / (25.0 * bs) + vec2(time, 0.0) / 380.0);
float r = (n1 + n2 + n3) / 3.0;
if(r < -0.5){
color = vec4(s2, color.a);
}else if(r < -0.2){
color = vec4(s1, color.a);
}
}
if(noise > 0.6){
color = S2;
}else if(noise > 0.54){
color = S1;
}
gl_FragColor = color;
}
gl_FragColor = vec4(color.rgb, 1.0);
}

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@ -3,69 +3,29 @@ precision highp float;
precision mediump int;
#endif
uniform sampler2D u_texture;
#define NSCALE 180.0
uniform vec2 camerapos;
uniform vec2 screensize;
uniform float time;
uniform sampler2D u_texture;
uniform sampler2D u_noise;
uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
void main(){
vec2 c = v_texCoord.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float btime = u_time / 8000.0;
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(-0.8, -1.0)).r) / 2.0;
vec3 color = texture2D(u_texture, c).rgb;
void main() {
vec2 c = v_texCoord.xy;
vec4 color = texture2D(u_texture, c);
vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
vec2 coords = vec2(c.x / v.x + camerapos.x, c.y / v.y + camerapos.y);
float stime = time / 5.0;
float mscl = 30.0;
float mth = 5.0;
if(color.r > 0.01){
color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0);
float n1 = snoise(coords / 22.0 + vec2(-time) / 540.0);
float n2 = snoise((coords + vec2(632.0)) / 8.0 + vec2(0.0, time) / 510.0);
float r = (n1 + n2) / 2.0;
if(r < -0.3 && r > -0.6){
color *= 1.4;
}
if(!(noise > 0.54 && noise < 0.58)){
color *= 0.6;
}
gl_FragColor = color;
gl_FragColor = vec4(color.rgb, 1.0);
}

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@ -5,34 +5,33 @@ precision mediump int;
uniform sampler2D u_texture;
uniform vec2 camerapos;
uniform vec2 screensize;
uniform float time;
uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
const float mscl = 40.0;
const float mth = 7.0;
void main(){
vec2 c = v_texCoord.xy;
vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
vec2 coords = vec2(c.x / v.x + camerapos.x, c.y / v.y + camerapos.y);
vec2 v = vec2(1.0/u_resolution.x, 1.0/u_resolution.y);
vec2 coords = vec2(c.x / v.x + u_campos.x, c.y / v.y + u_campos.y);
float stime = time / 5.0;
float mscl = 40.0;
float mth = 7.0;
float stime = u_time / 5.0;
vec3 color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)).rgb * vec3(0.9, 0.9, 1);
float r = 0.0;
float tester = mod((coords.x + coords.y*1.1 + sin(stime / 8.0 + coords.x/5.0 - coords.y/100.0)*2.0) +
sin(stime / 20.0 + coords.y/3.0) * 1.0 +
sin(stime / 10.0 - coords.y/2.0) * 2.0 +
sin(stime / 7.0 + coords.y/1.0) * 0.5 +
sin(coords.x / 3.0 + coords.y / 2.0) +
sin(stime / 20.0 + coords.x/4.0) * 1.0, mscl) + r;
sin(stime / 20.0 + coords.x/4.0) * 1.0, mscl);
if(tester < mth){
color *= 1.2;

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@ -167,8 +167,11 @@ public class Control implements ApplicationListener, Loadable{
if(core == null) return;
//TODO this sounds pretty bad due to conflict
Musics.land.stop();
Musics.land.play();
if(settings.getInt("musicvol") > 0){
Musics.land.stop();
Musics.land.play();
Musics.land.setVolume(settings.getInt("musicvol") / 100f);
}
app.post(() -> ui.hudfrag.showLand());
renderer.zoomIn(Fx.coreLand.lifetime);

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@ -2,6 +2,7 @@ package mindustry.graphics;
import arc.*;
import arc.graphics.*;
import arc.graphics.Texture.*;
import arc.graphics.g2d.*;
import arc.graphics.g3d.*;
import arc.graphics.gl.*;
@ -12,6 +13,8 @@ import arc.util.ArcAnnotate.*;
import arc.util.*;
import mindustry.type.*;
import static mindustry.Vars.renderer;
public class Shaders{
public static Shadow shadow;
public static BlockBuild blockbuild;
@ -251,13 +254,25 @@ public class Shaders{
public SurfaceShader(String frag){
super(frag, "default");
Core.assets.load("sprites/noise.png", Texture.class).loaded = t -> {
((Texture)t).setFilter(TextureFilter.Linear);
((Texture)t).setWrap(TextureWrap.Repeat);
};
}
@Override
public void apply(){
setUniformf("camerapos", Core.camera.position.x - Core.camera.width / 2, Core.camera.position.y - Core.camera.height / 2);
setUniformf("screensize", Core.camera.width, Core.camera.height);
setUniformf("time", Time.time());
setUniformf("u_campos", Core.camera.position.x - Core.camera.width / 2, Core.camera.position.y - Core.camera.height / 2);
setUniformf("u_resolution", Core.camera.width, Core.camera.height);
setUniformf("u_time", Time.time());
if(hasUniform("u_noise")){
Core.assets.get("sprites/noise.png", Texture.class).bind(1);
renderer.effectBuffer.getTexture().bind(0);
setUniformi("u_noise", 1);
}
}
}

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@ -1,3 +1,3 @@
org.gradle.daemon=true
org.gradle.jvmargs=-Xms256m -Xmx1024m
archash=81dbe69779811234169486401f68ff66bc573d58
archash=7f42d930e71cad9bf0f461d0cc92c4963fcc8067