Merged 4x graphics

This commit is contained in:
Anuken
2018-12-28 23:46:09 -05:00
137 changed files with 2985 additions and 3045 deletions
+2 -6
View File
@@ -29,10 +29,6 @@ bool cont(vec2 T, vec2 v){
id(T + vec2(step, 0) * v, base) || id(T + vec2(-step, 0) * v, base));
}
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec2 t = v_texCoord.xy;
@@ -51,11 +47,11 @@ void main() {
chance = 1.0-(u_progress-0.8)*5.0;
}
if((mod(u_time / 1.5 + value, 20.0) < 5.0 && cont(t, v)) && rand(coords) < chance){
if((mod(u_time / 1.5 + value, 20.0) < 5.0 && cont(t, v))){
gl_FragColor = u_color;
}else if(dst > (1.0-u_progress) * (center.x)){
gl_FragColor = color;
}else if((dst + 1.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1 && rand(coords) < chance){
}else if((dst + 1.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
gl_FragColor = u_color;
}else{
gl_FragColor = vec4(0.0);
+1 -8
View File
@@ -29,18 +29,11 @@ void main() {
vec4 c = texture2D(u_texture, v_texCoord.xy);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
float step = 1.0;
bool outline = texture2D(u_texture, t).a < 0.1 &&
(id(texture2D(u_texture, t + vec2(0, step) * v)) || id(texture2D(u_texture, t + vec2(0, -step) * v)) ||
id(texture2D(u_texture, t + vec2(step, 0) * v)) || id(texture2D(u_texture, t + vec2(-step, 0) * v)));
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
c = vec4(0.0);
}
if(c.a > 0.01 || outline){
if(c.a > 0.01){
float f = abs(sin(coords.x*2.0 + u_time));
if(f > 0.9 )
f = 1.0;
+5 -5
View File
@@ -7,6 +7,7 @@ precision mediump int;
#define p2 vec3(234.0,182.0,120.0)/255.0
#define p3 vec3(212.0,129.0,107.0)/255.0
#define p4 vec3(142.0,77.0,72.0)/255.0
#define roundm 0.2
uniform sampler2D u_texture;
uniform vec2 u_resolution;
@@ -21,12 +22,11 @@ varying vec2 v_texCoord;
void main() {
ivec2 coords = ivec2((gl_FragCoord.xy - u_resolution/2.0)/u_scl);
int roundx = 8;
int roundy = roundx;
float roundm = 0.2;
//int roundx = 8;
//int roundy = roundx;
coords.x = (coords.x / roundx) * roundx;
coords.y = (coords.y / roundy) * roundy;
//coords.x = (coords.x / roundx) * roundx;
//coords.y = (coords.y / roundy) * roundy;
float d = (abs(float(coords.x)) - abs(float(coords.y)));
+18 -3
View File
@@ -3,7 +3,7 @@ precision mediump float;
precision mediump int;
#endif
#define SPACE 1.0
#define SPACE 2.0
uniform sampler2D u_texture;
@@ -20,8 +20,23 @@ void main() {
gl_FragColor = mix(c * v_color, u_color,
(1.0-step(0.1, texture2D(u_texture, v_texCoord.xy).a)) *
step(0.1, texture2D(u_texture, v_texCoord.xy + vec2(0, SPACE) * v).a +
step(0.1,
//cardinals
texture2D(u_texture, v_texCoord.xy + vec2(0, SPACE) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(0, -SPACE) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(SPACE, 0) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-SPACE, 0) * v).a));
texture2D(u_texture, v_texCoord.xy + vec2(-SPACE, 0) * v).a +
//cardinal edges
texture2D(u_texture, v_texCoord.xy + vec2(SPACE, SPACE) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(SPACE, -SPACE) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-SPACE, SPACE) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-SPACE, -SPACE) * v).a +
//cardinals * 2
texture2D(u_texture, v_texCoord.xy + vec2(0, SPACE) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(0, -SPACE) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(SPACE, 0) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(-SPACE, 0) * v*2.0).a
));
}
File diff suppressed because it is too large Load Diff
Binary file not shown.

Before

Width:  |  Height:  |  Size: 103 KiB

After

Width:  |  Height:  |  Size: 327 KiB