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https://github.com/Anuken/Mindustry.git
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Animated oil blocks as well
This commit is contained in:
88
core/assets/shaders/lava.fragment
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88
core/assets/shaders/lava.fragment
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@ -0,0 +1,88 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define s2 vec4(255.0, 165.0, 0.0, 255.0) / 255.0
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#define s1 vec4(255.0, 121.0, 62.0, 255.0) / 255.0
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uniform sampler2D u_texture;
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uniform vec2 camerapos;
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uniform vec2 screensize;
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uniform float time;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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float round(float num, float f){
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return float(int(num / f)) * f;
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}
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vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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float snoise(vec2 v){
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const vec4 C = vec4(0.211324865405187, 0.366025403784439,
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-0.577350269189626, 0.024390243902439);
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod(i, 289.0);
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
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dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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void main() {
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vec2 c = v_texCoord.xy;
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vec4 color = texture2D(u_texture, c);
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vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
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ivec2 icoords = ivec2(int(c.x / v.x + camerapos.x), int(c.y / v.y + camerapos.y));
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vec2 coords = vec2(float(icoords.x), float(icoords.y));
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float stime = time / 5.0;
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float mscl = 30.0;
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float mth = 5.0;
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//if there's something actually there
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if(color.r > 0.01){
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vec4 old = color;
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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);
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color.a = 1.0;
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if(color.r < 0.01){
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color = old;
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}
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float n1 = snoise(coords / 20.0 + vec2(time) / 250.0);
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float n2 = snoise((coords + vec2(632.0)) / 9.0 + vec2(0.0, -time) / 220.0);
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float r = (n1 + n2) / 2.0;
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if(r < -0.6){
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color = s2;
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}else if(r < -0.2 && r > -0.6){
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color = s1;
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}
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}
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gl_FragColor = color;
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}
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86
core/assets/shaders/oil.fragment
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86
core/assets/shaders/oil.fragment
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@ -0,0 +1,86 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define s1 vec4(63.0, 63.0, 63.0, 255.0) / 255.0
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uniform sampler2D u_texture;
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uniform vec2 camerapos;
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uniform vec2 screensize;
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uniform float time;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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float round(float num, float f){
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return float(int(num / f)) * f;
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}
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vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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float snoise(vec2 v){
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const vec4 C = vec4(0.211324865405187, 0.366025403784439,
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-0.577350269189626, 0.024390243902439);
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod(i, 289.0);
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
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dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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void main() {
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vec2 c = v_texCoord.xy;
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vec4 color = texture2D(u_texture, c);
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vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
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ivec2 icoords = ivec2(int(c.x / v.x + camerapos.x), int(c.y / v.y + camerapos.y));
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vec2 coords = vec2(float(icoords.x), float(icoords.y));
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float stime = time / 5.0;
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float mscl = 30.0;
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float mth = 5.0;
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//if there's something actually there
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if(color.r > 0.01){
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vec4 old = color;
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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);
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color.a = 1.0;
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if(color.r < 0.01){
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color = old;
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}
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float n1 = snoise(coords / 20.0 + vec2(-time) / 340.0);
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float n2 = snoise((coords + vec2(632.0)) / 7.0 + vec2(0.0, time) / 310.0);
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float r = (n1 + n2) / 2.0;
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if(r < -0.3 && r > -0.6){
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color *= 1.3;
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color.a = 1.0;
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}
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}
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gl_FragColor = color;
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}
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@ -1,5 +1,5 @@
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#Autogenerated file. Do not modify.
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#Tue Mar 13 22:34:33 EDT 2018
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#Wed Mar 14 12:49:40 EDT 2018
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version=release
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androidBuildCode=491
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name=Mindustry
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@ -1,9 +1,11 @@
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package io.anuke.mindustry.graphics;
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import com.badlogic.gdx.graphics.Color;
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import io.anuke.ucore.core.Core;
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import io.anuke.ucore.core.Graphics;
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import io.anuke.ucore.graphics.CacheBatch;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.graphics.Shader;
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import static io.anuke.mindustry.Vars.renderer;
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@ -11,26 +13,34 @@ public enum DrawLayer {
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water{
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@Override
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public void begin(CacheBatch batch){
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batch.setProjectionMatrix(Core.camera.combined);
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Graphics.useBatch(batch.drawBatch());
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Graphics.begin();
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Graphics.surface(renderer.waterSurface);
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beginShader(batch);
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}
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@Override
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public void end(CacheBatch batch){
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Graphics.surface();
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Graphics.end();
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endShader(batch, Shaders.water);
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}
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},
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lava{
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@Override
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public void begin(CacheBatch batch){
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beginShader(batch);
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}
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Graphics.popBatch();
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@Override
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public void end(CacheBatch batch){
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endShader(batch, Shaders.lava);
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}
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},
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oil{
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@Override
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public void begin(CacheBatch batch){
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beginShader(batch);
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}
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Graphics.shader(Shaders.water);
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Graphics.begin();
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Draw.rect(renderer.waterSurface.texture(), Core.camera.position.x, Core.camera.position.y,
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Core.camera.viewportWidth * Core.camera.zoom, -Core.camera.viewportHeight * Core.camera.zoom);
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Graphics.end();
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Graphics.shader();
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@Override
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public void end(CacheBatch batch){
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endShader(batch, Shaders.oil);
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}
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},
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normal,
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@ -48,4 +58,27 @@ public enum DrawLayer {
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Graphics.popBatch();
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}
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protected void beginShader(CacheBatch batch){
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batch.setProjectionMatrix(Core.camera.combined);
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Graphics.useBatch(batch.drawBatch());
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Graphics.begin();
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Graphics.surface(renderer.waterSurface);
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Graphics.clear(Color.CLEAR);
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}
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public void endShader(CacheBatch batch, Shader shader){
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Graphics.surface();
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Graphics.end();
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Graphics.popBatch();
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Graphics.shader(shader);
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Graphics.begin();
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Draw.rect(renderer.waterSurface.texture(), Core.camera.position.x, Core.camera.position.y,
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Core.camera.viewportWidth * Core.camera.zoom, -Core.camera.viewportHeight * Core.camera.zoom);
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Graphics.end();
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Graphics.shader();
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}
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}
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@ -13,25 +13,12 @@ import io.anuke.ucore.scene.ui.layout.Unit;
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public class Shaders{
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public static final Outline outline = new Outline();
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public static final Shield shield = new Shield();
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public static final Water water = new Water();
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public static final SurfaceShader water = new SurfaceShader("water");
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public static final SurfaceShader lava = new SurfaceShader("lava");
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public static final SurfaceShader oil = new SurfaceShader("oil");
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private static final Vector2 vec = new Vector2();
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public static class Water extends Shader{
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public Water(){
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super("water", "default");
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}
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@Override
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public void apply(){
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shader.setUniformf("camerapos", Core.camera.position.x + Core.camera.zoom, Core.camera.position.y);
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shader.setUniformf("screensize", Gdx.graphics.getWidth() / Core.cameraScale * Core.camera.zoom,
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Gdx.graphics.getHeight() / Core.cameraScale * Core.camera.zoom);
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shader.setUniformf("time", Timers.time());
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}
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}
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public static class Outline extends Shader{
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public Color color = new Color();
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public float lighten = 0f;
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@ -46,7 +33,6 @@ public class Shaders{
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shader.setUniformf("u_lighten", lighten);
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shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth(), region.getTexture().getHeight()));
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}
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}
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public static class Shield extends Shader{
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@ -74,6 +60,20 @@ public class Shaders{
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shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth() / scale,
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region.getTexture().getHeight() / scale));
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}
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}
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public static class SurfaceShader extends Shader{
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public SurfaceShader(String frag){
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super(frag, "default");
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}
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@Override
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public void apply(){
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shader.setUniformf("camerapos", Core.camera.position.x + Core.camera.zoom, Core.camera.position.y);
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shader.setUniformf("screensize", Gdx.graphics.getWidth() / Core.cameraScale * Core.camera.zoom,
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Gdx.graphics.getHeight() / Core.cameraScale * Core.camera.zoom);
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shader.setUniformf("time", Timers.time());
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}
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}
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}
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@ -23,7 +23,7 @@ public class Liquid {
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heatCapacity = 0.2f;
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}
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},
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lava = new Liquid("lava", Color.valueOf("ed5334")){
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lava = new Liquid("lava", Color.valueOf("e37341")){
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{
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temperature = 0.7f;
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viscosity = 0.8f;
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@ -49,6 +49,7 @@ public class Blocks{
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solid = true;
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liquidDrop = Liquid.lava;
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liquid = true;
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drawLayer = DrawLayer.lava;
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}
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@Override
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@ -69,6 +70,7 @@ public class Blocks{
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solid = true;
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liquidDrop = Liquid.oil;
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liquid = true;
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drawLayer = DrawLayer.oil;
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}
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@Override
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Block a user