Spawn wave instruction
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@@ -8,6 +8,6 @@ varying vec2 v_texCoords;
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void main(){
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vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
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vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
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original = original * (vec4(1.0) - bloom);
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original = original * (vec4(1.0) - vec4(bloom.rgb, 0.0));
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gl_FragColor = original + bloom;
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}
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@@ -12,14 +12,14 @@ const float far = 0.0702702703;
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void main(){
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gl_FragColor = far * texture2D(u_texture, v_texCoords0)
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+ close * texture2D(u_texture, v_texCoords1)
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+ center * texture2D(u_texture, v_texCoords2)
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+ center * texture2D(u_texture, v_texCoords2)
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+ close * texture2D(u_texture, v_texCoords3)
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+ far * texture2D(u_texture, v_texCoords4);
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//TODO this is broken.
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/*
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//TODO this is broken (too bright)
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/*
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vec4
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v1 = texture2D(u_texture, v_texCoords0),
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v2 = texture2D(u_texture, v_texCoords1),
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@@ -34,14 +34,13 @@ void main(){
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a4 = v4.a * close,
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a5 = v5.a * far;
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//far close center close far
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//TODO figure this out
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//RGB values should be weighted by their respective alpha values.
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gl_FragColor = vec4(
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//RGB values are weighed by their alpha values and their base weight (less alpha -> less contribution)
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(v1.rgb * a1 + v2.rgb * a2 + v3.rgb * a3 + v4.rgb * a4 + v5.rgb * a5) /
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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
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a1 + a2 + a3 + a4 + a5); //alpha is just the weighed sum
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//RGB must then be weighed by the sum of all alpha processed. don't allow divide by zero
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max(a1 + a2 + a3 + a4 + a5, 0.0001),
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//alpha is just the weighed sum
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a1 + a2 + a3 + a4 + a5);*/
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*/
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}
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@@ -951,7 +951,7 @@ setting.difficulty.insane = Insane
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setting.difficulty.name = Difficulty:
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setting.screenshake.name = Screen Shake
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setting.bloomintensity.name = Bloom Intensity
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setting.bloomblur.name = Bloom Blurs
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setting.bloomblur.name = Bloom Blur
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setting.effects.name = Display Effects
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setting.destroyedblocks.name = Display Destroyed Blocks
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setting.blockstatus.name = Display Block Status
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