Implemented block build animation and shaders
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96
core/assets/shaders/inline-blocks.fragment
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96
core/assets/shaders/inline-blocks.fragment
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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uniform vec2 u_texsize;
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uniform vec2 u_uv;
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uniform vec2 u_uv2;
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uniform float u_progress;
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uniform float u_time;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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const float chunk = 4.0;
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const float start = 0.7;
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const float end = 0.9;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float round(float f){
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return float(int(f / chunk)) * chunk;
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}
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bool id(vec2 coords, vec4 base, float basediff){
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vec4 target = texture2D(u_texture, coords);
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return target.a < 0.1 || (coords.x < u_uv.x || coords.y < u_uv.y || coords.x > u_uv2.x || coords.y > u_uv2.y);
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}
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bool cont(vec2 T, vec2 v, float basediff){
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float step = 1.0;
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vec4 base = texture2D(u_texture, T);
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return base.a > 0.1 &&
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(id(T + vec2(0, step) * v, base, basediff) || id(T + vec2(0, -step) * v, base, basediff) ||
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id(T + vec2(step, 0) * v, base, basediff) || id(T + vec2(-step, 0) * v, base, basediff));
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}
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bool complete(vec2 coords){
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vec2 rc = vec2(round(coords.x), round(coords.y));
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float r = clamp(rand(rc) + u_progress, 0.0, 1.0);
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float fr = (r-start)*(1.0/(end-start));
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vec2 next = rc + chunk/2.0;
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float rdst = max(abs(coords.x - next.x), abs(coords.y - next.y));
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return rdst / (chunk/2.0) < fr;
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}
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void main() {
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vec2 t = v_texCoord.xy;
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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bool any = false;
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vec2 coords = (v_texCoord-u_uv) / v;
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float value = coords.x + coords.y;
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vec4 color = texture2D(u_texture, t);
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vec2 rc = vec2(round(coords.x), round(coords.y));
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vec2 center = ((u_uv + u_uv2)/2.0 - u_uv) /v;
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float r = clamp(rand(rc) + u_progress, 0.0, 1.0);
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const float scl = 10.0;
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float dst = (abs(center.x - coords.x) + abs(center.y - coords.y)) / 2.0;
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if(dst - 1.0 < u_progress * (center.x) && dst> u_progress * (center.x) && color.a > 0.1){
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gl_FragColor = u_color;
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}else if(r > end){
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gl_FragColor = color;
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}else if((cont(t, v, 100.0) && mod(u_time / 1.5 + value, 20.0) < 5.0 && color.a > 0.1) ||
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(complete(coords) && (!complete(coords + vec2(1.0, 0.0)) || !complete(coords + vec2(-1.0, 0.0)) || !complete(coords + vec2(0.0, 1.0))
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|| !complete(coords + vec2(0.0, -1.0))))){
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gl_FragColor = u_color;
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}else if(r > start && color.a > 0.1){
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float fr = (r-start)*(1.0/(end-start));
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vec2 next = rc + chunk/2.0;
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float rdst = max(abs(coords.x - next.x), abs(coords.y - next.y));
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if(rdst / (chunk/2.0) < fr){
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gl_FragColor = u_color;
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}else{
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gl_FragColor = vec4(0.0);
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}
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}else{
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gl_FragColor = vec4(0.0);
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}
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}
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