Added new 'space' tile with shader / Added additional teleporter FX
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89
core/assets/shaders/space2.fragment
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89
core/assets/shaders/space2.fragment
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#ifdef GL_ES
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precision highp 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 vec2 u_center;
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uniform vec2 camerapos;
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uniform vec2 screensize;
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uniform float time;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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const float tau = 6.28318530717958647692;
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const float tscl = 0.5;
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// Gamma correction
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#define GAMMA (2.2)
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vec3 ToLinear(vec3 col ){
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// simulate a monitor, converting colour values into light values
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return pow( col, vec3(GAMMA) );
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}
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vec3 ToGamma(vec3 col ){
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// convert back into colour values, so the correct light will come out of the monitor
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return pow( col, vec3(1.0/GAMMA) );
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}
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float srand(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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vec4 Noise(ivec2 x ){
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vec2 uv = (vec2(x)+0.5)/256.0;
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return vec4(srand(uv), srand(uv + vec2(10.0, 0.0)), srand(uv + vec2(10.0, 0.0)), srand(uv + vec2(10.0, 10.0)));
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}
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void main(){
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vec4 resultc = texture2D(u_texture, v_texCoord.xy);
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if(resultc.a > 0.0){
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vec2 coords = v_texCoord.xy*screensize;
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vec3 ray;
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ray.xy = 2.0*(coords-screensize.xy*.5)/screensize.x;
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ray.z = 1.0;
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float literallyzero = 0.000000000001;
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float offset = time/60.0*.5 * tscl + camerapos.x * u_center.x * resultc.r * literallyzero;
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float speed2 = 0.3;
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float speed = speed2+.1;
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offset += .1;
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offset *= 2.0;
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vec3 col = vec3(0.0);
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vec3 stp = ray/max(abs(ray.x),abs(ray.y));
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vec3 pos = 2.0*stp+.5;
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for ( int i=0; i < 20; i++){
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float z = Noise(ivec2(pos.xy)).x;
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z = fract(z-offset);
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float d = 50.0*z-pos.z;
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float w = pow(max(0.0,1.0-8.0*length(fract(pos.xy)-.5)),2.0);
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vec3 c = max(vec3(0),vec3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed));
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col += 1.5*(1.0-z)*c*w;
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pos += stp;
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}
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vec3 color = ToGamma(col);
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if(color.r > 0.3 && color.b > 0.3){
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color = vec3(240.0, 245.0, 255.0) / 255.0;
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}else{
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color = vec3(0.0);
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}
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gl_FragColor = vec4(color,1.0);
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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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