Implemented more enemies and a tier system

This commit is contained in:
Anuken
2017-09-23 20:48:18 -04:00
parent b3ef1e2f2f
commit 5f8e451750
59 changed files with 529 additions and 160 deletions

View File

@@ -0,0 +1,16 @@
uniform mat4 u_projTrans;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
attribute vec4 a_color;
varying vec4 v_color;
varying vec2 v_texCoord;
uniform vec2 u_viewportInverse;
void main() {
gl_Position = u_projTrans * a_position;
v_texCoord = a_texCoord0;
v_color = a_color;
}

View File

@@ -0,0 +1,35 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform vec4 u_color;
uniform vec2 u_texsize;
varying vec4 v_color;
varying vec2 v_texCoord;
void main() {
vec2 T = v_texCoord.xy;
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
bool any = false;
float thickness = 1.0;
float step = 1.0;
if(texture2D(u_texture, T).a < 0.1 &&
(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1))
any = true;
if(any){
gl_FragColor = u_color;
}else{
gl_FragColor = texture2D(u_texture, T);
}
}