Faster shaders (?)
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@@ -167,8 +167,11 @@ public class Control implements ApplicationListener, Loadable{
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if(core == null) return;
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//TODO this sounds pretty bad due to conflict
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Musics.land.stop();
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Musics.land.play();
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if(settings.getInt("musicvol") > 0){
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Musics.land.stop();
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Musics.land.play();
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Musics.land.setVolume(settings.getInt("musicvol") / 100f);
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}
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app.post(() -> ui.hudfrag.showLand());
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renderer.zoomIn(Fx.coreLand.lifetime);
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@@ -2,6 +2,7 @@ package mindustry.graphics;
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import arc.*;
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import arc.graphics.*;
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import arc.graphics.Texture.*;
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import arc.graphics.g2d.*;
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import arc.graphics.g3d.*;
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import arc.graphics.gl.*;
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@@ -12,6 +13,8 @@ import arc.util.ArcAnnotate.*;
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import arc.util.*;
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import mindustry.type.*;
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import static mindustry.Vars.renderer;
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public class Shaders{
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public static Shadow shadow;
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public static BlockBuild blockbuild;
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@@ -251,13 +254,25 @@ public class Shaders{
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public SurfaceShader(String frag){
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super(frag, "default");
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Core.assets.load("sprites/noise.png", Texture.class).loaded = t -> {
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((Texture)t).setFilter(TextureFilter.Linear);
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((Texture)t).setWrap(TextureWrap.Repeat);
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};
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}
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@Override
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public void apply(){
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setUniformf("camerapos", Core.camera.position.x - Core.camera.width / 2, Core.camera.position.y - Core.camera.height / 2);
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setUniformf("screensize", Core.camera.width, Core.camera.height);
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setUniformf("time", Time.time());
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setUniformf("u_campos", Core.camera.position.x - Core.camera.width / 2, Core.camera.position.y - Core.camera.height / 2);
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setUniformf("u_resolution", Core.camera.width, Core.camera.height);
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setUniformf("u_time", Time.time());
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if(hasUniform("u_noise")){
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Core.assets.get("sprites/noise.png", Texture.class).bind(1);
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renderer.effectBuffer.getTexture().bind(0);
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setUniformi("u_noise", 1);
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}
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}
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}
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