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https://github.com/Anuken/Mindustry.git
synced 2025-07-20 12:47:37 +07:00
Force projector implementation
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@ -30,19 +30,19 @@ void main() {
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vec2 T = v_texCoord.xy;
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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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float si = 1.0 + 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) * vec4(si, si, si, 1.0);
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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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bool any = false;
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float thickness = 1.0;
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float step = 1.5;
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float step = 2.0;
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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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@ -50,7 +50,7 @@ void main() {
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any = true;
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if(any){
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gl_FragColor = u_color * vec4(si, si, si, 1.0);
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gl_FragColor = mix(u_color, vec4(1.0), si);
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}else{
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if(color.a > 0.1){
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@ -67,7 +67,7 @@ void main() {
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float fin = 1.0 - hit.z;
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if(abs(distance(vec2(hit.x, hit.y), coords - u_texsize/2.0) - rad) < 1.0){
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color = mix(color, u_color* vec4(si, si, si, 1.0), (1.0 * fin));
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color = mix(color, mix(u_color, vec4(1.0), si), (1.0 * fin));
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color.a = ALPHA + 0.82 *fin;
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}
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}
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