Spawn wave instruction

This commit is contained in:
Anuken
2022-04-25 18:52:33 -04:00
parent 1ac7317986
commit aab6c3a9df
9 changed files with 82 additions and 16 deletions

View File

@@ -8,6 +8,6 @@ varying vec2 v_texCoords;
void main(){
vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
original = original * (vec4(1.0) - bloom);
original = original * (vec4(1.0) - vec4(bloom.rgb, 0.0));
gl_FragColor = original + bloom;
}

View File

@@ -12,14 +12,14 @@ const float far = 0.0702702703;
void main(){
gl_FragColor = far * texture2D(u_texture, v_texCoords0)
+ close * texture2D(u_texture, v_texCoords1)
+ center * texture2D(u_texture, v_texCoords2)
+ center * texture2D(u_texture, v_texCoords2)
+ close * texture2D(u_texture, v_texCoords3)
+ far * texture2D(u_texture, v_texCoords4);
//TODO this is broken.
/*
//TODO this is broken (too bright)
/*
vec4
v1 = texture2D(u_texture, v_texCoords0),
v2 = texture2D(u_texture, v_texCoords1),
@@ -34,14 +34,13 @@ void main(){
a4 = v4.a * close,
a5 = v5.a * far;
//far close center close far
//TODO figure this out
//RGB values should be weighted by their respective alpha values.
gl_FragColor = vec4(
//RGB values are weighed by their alpha values and their base weight (less alpha -> less contribution)
(v1.rgb * a1 + v2.rgb * a2 + v3.rgb * a3 + v4.rgb * a4 + v5.rgb * a5) /
max(a1 + a2 + a3 + a4 + a5, 0.0001), //RGB must be weighed by the sum of all alpha processed. if a pixel contributes less weight, the multiplication is higher
a1 + a2 + a3 + a4 + a5); //alpha is just the weighed sum
//RGB must then be weighed by the sum of all alpha processed. don't allow divide by zero
max(a1 + a2 + a3 + a4 + a5, 0.0001),
//alpha is just the weighed sum
a1 + a2 + a3 + a4 + a5);*/
*/
}

View File

@@ -951,7 +951,7 @@ setting.difficulty.insane = Insane
setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake
setting.bloomintensity.name = Bloom Intensity
setting.bloomblur.name = Bloom Blurs
setting.bloomblur.name = Bloom Blur
setting.effects.name = Display Effects
setting.destroyedblocks.name = Display Destroyed Blocks
setting.blockstatus.name = Display Block Status