Faster shaders (?)
This commit is contained in:
@@ -3,84 +3,34 @@ precision highp float;
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precision mediump int;
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precision mediump int;
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#endif
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#endif
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//shade 1 + 2
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//shades of slag
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#define s2 vec3(100.0, 93.0, 49.0) / 100.0
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#define S2 vec3(100.0, 93.0, 49.0) / 100.0
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#define s1 vec3(100.0, 60.0, 25.0) / 100.0
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#define S1 vec3(100.0, 60.0, 25.0) / 100.0
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#define NSCALE 300.0
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uniform sampler2D u_texture;
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uniform sampler2D u_texture;
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uniform sampler2D u_noise;
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uniform vec2 camerapos;
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uniform vec2 u_campos;
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uniform vec2 screensize;
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uniform vec2 u_resolution;
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uniform float time;
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uniform float u_time;
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varying vec4 v_color;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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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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void main(){
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vec2 c = v_texCoord.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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vec2 c = v_texCoord.xy;
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float btime = u_time / 4000.0;
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vec4 color = texture2D(u_texture, c);
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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;
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vec3 color = texture2D(u_texture, c).rgb;
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vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
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if(noise > 0.6){
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vec2 coords = c / v + camerapos;
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color = S2;
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}else if(noise > 0.54){
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color = S1;
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}
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float stime = time / 5.0;
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gl_FragColor = vec4(color.rgb, 1.0);
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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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if(color.r < 0.01){
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color = old;
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}
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const float bs = 1.1;
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float n1 = snoise(coords / (30.0 * bs) + vec2(time) / 280.0);
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float n2 = snoise((coords + vec2(632.0)) / (14.0 * bs) + vec2(0.0, -time) / 290.0);
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float n3 = snoise((coords + vec2(2233.0)) / (25.0 * bs) + vec2(time, 0.0) / 380.0);
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float r = (n1 + n2 + n3) / 3.0;
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if(r < -0.5){
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color = vec4(s2, color.a);
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}else if(r < -0.2){
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color = vec4(s1, color.a);
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}
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}
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gl_FragColor = color;
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}
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}
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@@ -3,69 +3,29 @@ precision highp float;
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precision mediump int;
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precision mediump int;
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#endif
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#endif
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uniform sampler2D u_texture;
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#define NSCALE 180.0
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uniform vec2 camerapos;
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uniform sampler2D u_texture;
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uniform vec2 screensize;
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uniform sampler2D u_noise;
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uniform float time;
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uniform vec2 u_campos;
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uniform vec2 u_resolution;
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uniform float u_time;
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varying vec4 v_color;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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void main(){
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vec2 c = v_texCoord.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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float snoise(vec2 v){
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float btime = u_time / 8000.0;
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const vec4 C = vec4(0.211324865405187, 0.366025403784439,
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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;
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-0.577350269189626, 0.024390243902439);
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vec3 color = texture2D(u_texture, c).rgb;
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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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if(!(noise > 0.54 && noise < 0.58)){
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color *= 0.6;
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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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vec2 coords = vec2(c.x / v.x + camerapos.x, c.y / v.y + camerapos.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(color.r > 0.01){
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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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float n1 = snoise(coords / 22.0 + vec2(-time) / 540.0);
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float n2 = snoise((coords + vec2(632.0)) / 8.0 + vec2(0.0, time) / 510.0);
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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 *= 1.4;
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}
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}
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}
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gl_FragColor = color;
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gl_FragColor = vec4(color.rgb, 1.0);
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}
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}
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@@ -5,34 +5,33 @@ precision mediump int;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture;
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uniform vec2 camerapos;
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uniform vec2 u_campos;
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uniform vec2 screensize;
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uniform vec2 u_resolution;
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uniform float time;
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uniform float u_time;
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varying vec4 v_color;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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const float mscl = 40.0;
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const float mth = 7.0;
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void main(){
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void main(){
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vec2 c = v_texCoord.xy;
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vec2 c = v_texCoord.xy;
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vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
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vec2 v = vec2(1.0/u_resolution.x, 1.0/u_resolution.y);
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vec2 coords = vec2(c.x / v.x + camerapos.x, c.y / v.y + camerapos.y);
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vec2 coords = vec2(c.x / v.x + u_campos.x, c.y / v.y + u_campos.y);
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float stime = time / 5.0;
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float stime = u_time / 5.0;
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float mscl = 40.0;
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float mth = 7.0;
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vec3 color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)).rgb * vec3(0.9, 0.9, 1);
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vec3 color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)).rgb * vec3(0.9, 0.9, 1);
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float r = 0.0;
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float tester = mod((coords.x + coords.y*1.1 + sin(stime / 8.0 + coords.x/5.0 - coords.y/100.0)*2.0) +
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float tester = mod((coords.x + coords.y*1.1 + sin(stime / 8.0 + coords.x/5.0 - coords.y/100.0)*2.0) +
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sin(stime / 20.0 + coords.y/3.0) * 1.0 +
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sin(stime / 20.0 + coords.y/3.0) * 1.0 +
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sin(stime / 10.0 - coords.y/2.0) * 2.0 +
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sin(stime / 10.0 - coords.y/2.0) * 2.0 +
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sin(stime / 7.0 + coords.y/1.0) * 0.5 +
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sin(stime / 7.0 + coords.y/1.0) * 0.5 +
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sin(coords.x / 3.0 + coords.y / 2.0) +
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sin(coords.x / 3.0 + coords.y / 2.0) +
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sin(stime / 20.0 + coords.x/4.0) * 1.0, mscl) + r;
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sin(stime / 20.0 + coords.x/4.0) * 1.0, mscl);
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if(tester < mth){
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if(tester < mth){
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color *= 1.2;
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color *= 1.2;
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BIN
core/assets/sprites/noise.png
Normal file
BIN
core/assets/sprites/noise.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
@@ -167,8 +167,11 @@ public class Control implements ApplicationListener, Loadable{
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if(core == null) return;
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if(core == null) return;
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//TODO this sounds pretty bad due to conflict
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//TODO this sounds pretty bad due to conflict
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Musics.land.stop();
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if(settings.getInt("musicvol") > 0){
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Musics.land.play();
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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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app.post(() -> ui.hudfrag.showLand());
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renderer.zoomIn(Fx.coreLand.lifetime);
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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.*;
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import arc.graphics.*;
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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.g2d.*;
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import arc.graphics.g3d.*;
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import arc.graphics.g3d.*;
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import arc.graphics.gl.*;
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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 arc.util.*;
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import mindustry.type.*;
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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 class Shaders{
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public static Shadow shadow;
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public static Shadow shadow;
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public static BlockBuild blockbuild;
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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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public SurfaceShader(String frag){
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super(frag, "default");
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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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}
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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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setUniformf("camerapos", Core.camera.position.x - Core.camera.width / 2, Core.camera.position.y - Core.camera.height / 2);
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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("screensize", Core.camera.width, Core.camera.height);
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setUniformf("u_resolution", Core.camera.width, Core.camera.height);
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setUniformf("time", Time.time());
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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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}
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}
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@@ -1,3 +1,3 @@
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org.gradle.daemon=true
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org.gradle.daemon=true
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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archash=81dbe69779811234169486401f68ff66bc573d58
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archash=7f42d930e71cad9bf0f461d0cc92c4963fcc8067
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