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Non-stupid shockwave shader uniform setting
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@ -472,7 +472,7 @@ public class Damage{
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}
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//cap radius to prevent lag
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float radius = Math.min(baseRadius, 30), rad2 = radius * radius;
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float radius = Math.min(baseRadius, 100), rad2 = radius * radius;
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int rays = Mathf.ceil(radius * 2 * Mathf.pi);
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double spacing = Math.PI * 2.0 / rays;
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damages.clear();
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@ -359,21 +359,15 @@ public class Shaders{
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public static class ShockwaveShader extends LoadShader{
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static final int max = 64;
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static final int size = 5;
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static final String[] uniformNames = new String[max];
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//x y radius life[1-0] lifetime
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protected FloatSeq data = new FloatSeq();
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protected FloatSeq uniforms = new FloatSeq();
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protected boolean hadAny = false;
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protected FrameBuffer buffer = new FrameBuffer();
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public float lifetime = 20f;
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static{
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for(int i = 0; i < max; i++){
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uniformNames[i] = "u_shockwaves[" + i + "]";
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}
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}
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public ShockwaveShader(){
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super("shockwave", "screenspace");
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@ -429,17 +423,21 @@ public class Shaders{
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setUniformf("u_resolution", Core.camera.width, Core.camera.height);
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setUniformf("u_campos", Core.camera.position.x - Core.camera.width/2f, Core.camera.position.y - Core.camera.height/2f);
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uniforms.clear();
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var items = data.items;
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for(int i = 0; i < count; i++){
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int offset = i * size;
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setUniformf(uniformNames[i],
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uniforms.add(
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items[offset], items[offset + 1], //xy
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items[offset + 2] * (1f - items[offset + 3]), //radius * time
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items[offset + 3] //time
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//lifetime ignored
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);
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}
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setUniform4fv("u_shockwaves", uniforms.items, 0, uniforms.size);
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}
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}
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@ -313,7 +313,7 @@ public class TypeIO{
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/** @return the maximum acceptable amount of plans to send over the network */
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public static int getMaxPlans(Queue<BuildPlan> plans){
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//limit to prevent buffer overflows
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int used = Math.min(plans.size, 15);
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int used = Math.min(plans.size, 20);
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int totalLength = 0;
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//prevent buffer overflow by checking config length
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