Shader cleanup
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49
core/assets/shaders/shield.frag
Normal file
49
core/assets/shaders/shield.frag
Normal file
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#ifdef GL_ES
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precision highp float;
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precision highp int;
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#endif
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#define MAX_HITS 64
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#define HIT_RADIUS 12.0
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#define ALPHA 0.18
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#define thickness 1.0
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#define step 2.0
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uniform sampler2D u_texture;
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uniform vec2 u_texsize;
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uniform float u_time;
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uniform float u_dp;
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uniform vec2 u_offset;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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vec2 T = v_texCoord.xy;
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vec2 coords = (T * u_texsize) + u_offset;
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T += vec2(sin(coords.y / 3.0 + u_time / 20.0), sin(coords.x / 3.0 + u_time / 20.0)) / u_texsize;
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float si = sin(u_time / 20.0) / 8.0;
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vec4 color = texture2D(u_texture, T);
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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if(texture2D(u_texture, T).a < 0.1 &&
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(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
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texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1)){
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gl_FragColor = mix(v_color, vec4(1.0), si);
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}else{
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if(color.a > 0.1){
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if(mod(coords.x / u_dp + coords.y / u_dp + sin(floor(coords.x / u_dp) / 5.0) * 3.0 + sin(floor(coords.y / u_dp) / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
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color *= 1.65;
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}
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color.a = ALPHA;
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}
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gl_FragColor = color;
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}
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}
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