Shield shader simplification

This commit is contained in:
Anuken
2018-11-08 23:50:03 -05:00
parent e9783ecccc
commit 4f96744ff2
3 changed files with 11 additions and 25 deletions

View File

@ -6,9 +6,10 @@ precision highp int;
#define MAX_HITS 64
#define HIT_RADIUS 12.0
#define ALPHA 0.18
#define thickness 1.0
#define step 2.0
uniform sampler2D u_texture;
uniform vec4 u_color;
uniform vec2 u_texsize;
uniform float u_time;
uniform float u_scaling;
@ -25,29 +26,19 @@ float round(float f){
void main() {
vec2 T = v_texCoord.xy;
vec2 coords = (T * u_texsize) + u_offset;
T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 240.0, sin(coords.x / 3.0 + u_time / 20.0) / 240.0) * u_scaling;
float si = sin(u_time / 20.0) / 8.0;
vec4 color = texture2D(u_texture, T);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
bool any = false;
if(texture2D(u_texture, T).a < 0.1 &&
(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1)){
float thickness = 1.0;
float step = 2.0;
if(texture2D(u_texture, T).a < 0.1 &&
(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1))
any = true;
if(any){
gl_FragColor = mix(u_color, vec4(1.0), si);
gl_FragColor = mix(v_color, vec4(1.0), si);
}else{
if(color.a > 0.1){

View File

@ -248,11 +248,12 @@ public class Renderer extends RendererModule{
overlays.drawBottom();
drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
Shaders.shield.color.set(Palette.accent);
Graphics.beginShaders(Shaders.shield);
EntityDraw.draw(shieldGroup);
EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
Draw.color(Palette.accent);
Graphics.endShaders();
Draw.color();
overlays.drawTop();

View File

@ -3,7 +3,6 @@ package io.anuke.mindustry.graphics;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.utils.FloatArray;
import io.anuke.ucore.core.Core;
import io.anuke.ucore.core.Timers;
import io.anuke.ucore.graphics.Draw;
@ -168,9 +167,7 @@ public class Shaders{
}
public static class Shield extends Shader{
public static final int MAX_HITS = 3 * 64;
public Color color = new Color();
public FloatArray hits = new FloatArray();
//public Color color = new Color();
public Shield(){
super("shield", "default");
@ -179,12 +176,9 @@ public class Shaders{
@Override
public void apply(){
float scaling = Core.cameraScale / 4f / Core.camera.zoom;
if(hits.size > 0){
shader.setUniform3fv("u_hits[0]", hits.items, 0, Math.min(hits.size, MAX_HITS));
shader.setUniformi("u_hitamount", Math.min(hits.size, MAX_HITS) / 3);
}
shader.setUniformf("u_dp", Unit.dp.scl(1f));
shader.setUniformf("u_color", color);
//shader.setUniformf("u_color", color);
shader.setUniformf("u_time", Timers.time() / Unit.dp.scl(1f));
shader.setUniformf("u_scaling", scaling);
shader.setUniformf("u_offset",