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https://github.com/Anuken/Mindustry.git
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Shield shader simplification
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@ -6,9 +6,10 @@ precision highp int;
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#define MAX_HITS 64
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#define MAX_HITS 64
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#define HIT_RADIUS 12.0
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#define HIT_RADIUS 12.0
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#define ALPHA 0.18
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#define ALPHA 0.18
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#define thickness 1.0
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#define step 2.0
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uniform sampler2D u_texture;
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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uniform vec2 u_texsize;
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uniform vec2 u_texsize;
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uniform float u_time;
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uniform float u_time;
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uniform float u_scaling;
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uniform float u_scaling;
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@ -25,29 +26,19 @@ float round(float f){
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void main() {
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void main() {
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vec2 T = v_texCoord.xy;
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vec2 T = v_texCoord.xy;
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vec2 coords = (T * u_texsize) + u_offset;
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vec2 coords = (T * u_texsize) + u_offset;
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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;
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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;
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float si = sin(u_time / 20.0) / 8.0;
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float si = sin(u_time / 20.0) / 8.0;
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vec4 color = texture2D(u_texture, T);
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vec4 color = texture2D(u_texture, T);
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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bool any = false;
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float thickness = 1.0;
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float step = 2.0;
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if(texture2D(u_texture, T).a < 0.1 &&
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if(texture2D(u_texture, T).a < 0.1 &&
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(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
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(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
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texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1))
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texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1)){
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any = true;
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if(any){
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gl_FragColor = mix(v_color, vec4(1.0), si);
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gl_FragColor = mix(u_color, vec4(1.0), si);
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}else{
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}else{
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if(color.a > 0.1){
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if(color.a > 0.1){
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@ -248,11 +248,12 @@ public class Renderer extends RendererModule{
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overlays.drawBottom();
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overlays.drawBottom();
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drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
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drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
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Shaders.shield.color.set(Palette.accent);
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Graphics.beginShaders(Shaders.shield);
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Graphics.beginShaders(Shaders.shield);
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EntityDraw.draw(shieldGroup);
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EntityDraw.draw(shieldGroup);
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EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
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EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
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Draw.color(Palette.accent);
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Graphics.endShaders();
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Graphics.endShaders();
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Draw.color();
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overlays.drawTop();
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overlays.drawTop();
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@ -3,7 +3,6 @@ package io.anuke.mindustry.graphics;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.utils.FloatArray;
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import io.anuke.ucore.core.Core;
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import io.anuke.ucore.core.Core;
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import io.anuke.ucore.core.Timers;
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import io.anuke.ucore.core.Timers;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.graphics.Draw;
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@ -168,9 +167,7 @@ public class Shaders{
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}
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}
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public static class Shield extends Shader{
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public static class Shield extends Shader{
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public static final int MAX_HITS = 3 * 64;
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//public Color color = new Color();
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public Color color = new Color();
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public FloatArray hits = new FloatArray();
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public Shield(){
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public Shield(){
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super("shield", "default");
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super("shield", "default");
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@ -179,12 +176,9 @@ public class Shaders{
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@Override
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@Override
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public void apply(){
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public void apply(){
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float scaling = Core.cameraScale / 4f / Core.camera.zoom;
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float scaling = Core.cameraScale / 4f / Core.camera.zoom;
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if(hits.size > 0){
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shader.setUniform3fv("u_hits[0]", hits.items, 0, Math.min(hits.size, MAX_HITS));
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shader.setUniformi("u_hitamount", Math.min(hits.size, MAX_HITS) / 3);
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}
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shader.setUniformf("u_dp", Unit.dp.scl(1f));
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shader.setUniformf("u_dp", Unit.dp.scl(1f));
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shader.setUniformf("u_color", color);
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//shader.setUniformf("u_color", color);
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shader.setUniformf("u_time", Timers.time() / Unit.dp.scl(1f));
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shader.setUniformf("u_time", Timers.time() / Unit.dp.scl(1f));
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shader.setUniformf("u_scaling", scaling);
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shader.setUniformf("u_scaling", scaling);
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shader.setUniformf("u_offset",
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shader.setUniformf("u_offset",
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