Merge branch 'master' into crater

# Conflicts:
#	core/assets/sprites/sprites2.png
This commit is contained in:
Patrick 'Quezler' Mounier 2020-04-23 21:15:11 +02:00
commit cf186e0219
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8 changed files with 18 additions and 21 deletions

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@ -6,7 +6,7 @@ precision mediump int;
//shades of slag
#define S2 vec3(100.0, 93.0, 49.0) / 100.0
#define S1 vec3(100.0, 60.0, 25.0) / 100.0
#define NSCALE 280.0 / 2.0
#define NSCALE 200.0 / 2.0
uniform sampler2D u_texture;
uniform sampler2D u_noise;
@ -24,13 +24,15 @@ void main(){
float btime = u_time / 4000.0;
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
vec3 color = texture2D(u_texture, c).rgb;
vec4 color = texture2D(u_texture, c);
if(noise > 0.6){
color = S2;
}else if(noise > 0.54){
color = S1;
if(color.a > 0.1){
if(noise > 0.6){
color.rgb = S2;
}else if (noise > 0.54){
color.rgb = S1;
}
}
gl_FragColor = vec4(color.rgb, 1.0);
gl_FragColor = color;
}

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@ -21,11 +21,11 @@ void main(){
float btime = u_time / 8000.0;
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(-0.8, -1.0)).r) / 2.0;
vec3 color = texture2D(u_texture, c).rgb;
vec4 color = texture2D(u_texture, c);
if(!(noise > 0.54 && noise < 0.58)){
color *= 0.6;
color.rgb *= 0.6;
}
gl_FragColor = vec4(color.rgb, 1.0);
gl_FragColor = color;
}

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@ -180,6 +180,7 @@ public class Renderer implements ApplicationListener{
}
graphics.clear(clearColor);
Draw.reset();
//TODO 'animated water' is a bad name for this setting
if(Core.settings.getBool("animatedwater") || Core.settings.getBool("animatedshields")){
@ -204,7 +205,7 @@ public class Renderer implements ApplicationListener{
blocks.floor.endDraw();
});
Draw.drawRange(Layer.blockBuilding, () -> Draw.shader(Shaders.blockbuild, false), Draw::shader);
Draw.drawRange(Layer.blockBuilding, () -> Draw.shader(Shaders.blockbuild, true), Draw::shader);
if(state.rules.lighting){
Draw.draw(Layer.light, lights::draw);

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@ -8,7 +8,6 @@ import arc.graphics.gl.*;
import static mindustry.Vars.renderer;
public enum CacheLayer{
//TODO water animation breaks when tar/slag is present
water{
@Override
public void begin(){

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@ -23,7 +23,7 @@ public class Layer{
//things drawn over blocks (intermediate layer)
blockOver = 35,
//blocks currently in progress *shaders used* TODO perhaps put shaders into their own category
//blocks currently in progress *shaders used*
blockBuilding = 40,
//ground units

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@ -135,6 +135,8 @@ public class MinimapRenderer implements Disposable{
}
public void update(Tile tile){
if(world.isGenerating()) return;
int color = colorFor(world.tile(tile.x, tile.y));
pixmap.draw(tile.x, pixmap.getHeight() - 1 - tile.y, color);

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@ -169,14 +169,7 @@ public class BuildBlock extends Block{
@Override
public void draw(){
//When breaking, don't draw the previous block... since it's the thing you were breaking
if(cblock != null && previous == cblock){
return;
}
if(previous == null || cblock == null) return;
if(Core.atlas.isFound(previous.icon(Cicon.full))){
if(!(previous == null || cblock == null || previous == cblock) && Core.atlas.isFound(previous.icon(Cicon.full))){
Draw.rect(previous.icon(Cicon.full), x, y, previous.rotate ? tile.rotation() * 90 : 0);
}