Merge branch 'master' of https://github.com/Anuken/Mindustry into 7.0-features
Conflicts: core/assets/logicids.dat core/src/mindustry/content/Blocks.java gradle.properties
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@@ -379,6 +379,9 @@ editor.ingame = Edit In-Game
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editor.publish.workshop = Publish On Workshop
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editor.newmap = New Map
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editor.center = Center
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editor.search = Search Maps...
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editor.filters = Filter Maps
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editor.showAll = Show Default Maps
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workshop = Workshop
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waves.title = Waves
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waves.remove = Remove
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@@ -1133,6 +1136,7 @@ block.sand-boulder.name = Sand Boulder
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block.basalt-boulder.name = Basalt Boulder
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block.grass.name = Grass
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block.molten-slag.name = Slag
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block.pooled-cryofluid.name = Cryofluid
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block.space.name = Space
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block.salt.name = Salt
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block.salt-wall.name = Salt Wall
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@@ -1613,7 +1617,7 @@ unit.omura.description = Fires a long-range piercing railgun bolt at enemies. Co
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unit.alpha.description = Defends the Shard core from enemies. Builds structures.
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unit.beta.description = Defends the Foundation core from enemies. Builds structures.
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unit.gamma.description = Defends the Nucleus core from enemies. Builds structures.
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unit.retusa.description = Places proximity mines. Repairs allied units.
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unit.retusa.description = Fires homing torpedos at nearby enemies. Repairs allied units.
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unit.oxynoe.description = Fires structure-repairing streams of flame at nearby enemies. Targets nearby enemy projectiles with a point defense turret.
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unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
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unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
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@@ -360,3 +360,4 @@
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63348=molten-slag|block-molten-slag-ui
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63347=crater-stone|block-crater-stone-ui
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63346=deep-tainted-water|block-deep-tainted-water-ui
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63345=pooled-cryofluid|block-pooled-cryofluid-ui
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core/assets/shaders/cryofluid.frag
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33
core/assets/shaders/cryofluid.frag
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@@ -0,0 +1,33 @@
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#define HIGHP
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//shades of cryofluid
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#define S1 vec3(53.0, 83.0, 93.0) / 100.0
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#define S2 vec3(68.0, 90.0, 97.0) / 100.0
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#define NSCALE 100.0 / 2.0
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uniform sampler2D u_texture;
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uniform sampler2D u_noise;
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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 vec2 v_texCoords;
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void main(){
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vec2 c = v_texCoords.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 btime = u_time / 5000.0;
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float wave = abs(sin(coords.x * 1.1 + coords.y) + 0.1 * sin(2.5 * coords.x) + 0.15 * sin(3.0 * coords.y)) / 30.0;
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float noise = wave + (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.2, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
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vec4 color = texture2D(u_texture, c);
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if(noise > 0.54 && noise < 0.57){
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color.rgb = S2;
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}else if (noise > 0.49 && noise < 0.62){
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color.rgb = S1;
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}
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gl_FragColor = color;
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}
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@@ -18,7 +18,7 @@ void main(){
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vec2 c = v_texCoords.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 btime = u_time / 4000.0;
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float btime = u_time / 5000.0;
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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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vec4 color = texture2D(u_texture, c);
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