Converted almost everything to an I18nBundle

This commit is contained in:
Anuken
2017-12-26 17:58:20 -05:00
parent 40bb499eeb
commit 42909abf53
36 changed files with 525 additions and 593 deletions

View File

@@ -1,6 +1,6 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
precision highp float;
precision highp int;
#endif
#define MAX_HITS 64
@@ -13,6 +13,7 @@ uniform vec4 u_color;
uniform vec2 u_texsize;
uniform float u_time;
uniform float u_scaling;
uniform float u_dp;
uniform vec2 u_offset;
uniform int u_hitamount;
uniform vec3 u_hits[MAX_HITS];
@@ -20,15 +21,19 @@ uniform vec3 u_hits[MAX_HITS];
varying vec4 v_color;
varying vec2 v_texCoord;
float round(float f){
return float(int(f));
}
void main() {
vec2 T = v_texCoord.xy;
vec2 coords = (T * u_texsize) + u_offset;
T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 250.0, sin(coords.x / 3.0 + u_time / 20.0) / 250.0) * u_scaling;
T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 240.0, sin(coords.x / 3.0 + u_time / 20.0) / 240.0) * u_scaling;
float si = 1.0 + sin(u_time / 20.0 /*+ (coords.x + coords.y) / 30.0*/) / 8.0;
float si = 1.0 + sin(u_time / 20.0) / 8.0;
vec4 color = texture2D(u_texture, T) * vec4(si, si, si, 1.0);
@@ -47,10 +52,9 @@ void main() {
if(any){
gl_FragColor = u_color * vec4(si, si, si, 1.0);
}else{
//coords.x = float(int(coords.x));
if(color.a > 0.1){
if(mod(coords.x + coords.y + sin(coords.x / 5.0) * 3.0 + sin(coords.y / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
if(mod(coords.x / u_dp + coords.y / u_dp + sin(round(coords.x / u_dp) / 5.0) * 3.0 + sin(round(coords.y / u_dp) / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
color *= 1.65;
}