Implemented shield hit effects and bullet absorption and powered rturret

This commit is contained in:
Anuken
2017-11-28 01:00:59 -05:00
parent c0d28eca65
commit 63d8aed9a5
13 changed files with 115 additions and 25 deletions
+17 -1
View File
@@ -3,6 +3,9 @@ precision mediump float;
precision mediump int;
#endif
#define MAX_HITS 64
#define HIT_RADIUS 12.0
uniform sampler2D u_texture;
uniform vec4 u_color;
@@ -10,6 +13,8 @@ uniform vec2 u_texsize;
uniform float u_time;
uniform float u_scaling;
uniform vec2 u_offset;
uniform int u_hitamount;
uniform vec3 u_hits[MAX_HITS];
varying vec4 v_color;
varying vec2 v_texCoord;
@@ -49,8 +54,19 @@ void main() {
}
color.a = 0.18;
for(int i = 0; i < u_hitamount; i ++){
vec3 hit = u_hits[i];
float rad = hit.z * HIT_RADIUS;
float fract = 1.0 - hit.z;
if(abs(distance(vec2(hit.x, hit.y), coords - u_texsize/2.0) - rad) < 1.0){
color = mix(color, u_color* vec4(si, si, si, 1.0), (1.0 * fract));
color.a = 0.18 + 0.82 *fract;
}
}
}
gl_FragColor = color;
}
}