WIP arkycite
This commit is contained in:
@@ -796,6 +796,7 @@ ability.energyfield = Energy Field: [accent]{0}[] damage ~ [accent]{1}[] blocks
|
||||
bar.drilltierreq = Better Drill Required
|
||||
bar.noresources = Missing Resources
|
||||
bar.corereq = Core Base Required
|
||||
bar.cargounitcap = Cargo Unit Cap Reached
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.pumpspeed = Pump Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
|
||||
@@ -465,3 +465,5 @@
|
||||
63241=unit-cargo-loader|block-unit-cargo-loader-ui
|
||||
63240=unit-cargo-unload-point|block-unit-cargo-unload-point-ui
|
||||
63239=manifold|unit-manifold-ui
|
||||
63238=arkycite-floor|block-arkycite-floor-ui
|
||||
63237=arkycite|liquid-arkycite-ui
|
||||
|
||||
Binary file not shown.
55
core/assets/shaders/arkycite.frag
Normal file
55
core/assets/shaders/arkycite.frag
Normal file
@@ -0,0 +1,55 @@
|
||||
#define HIGHP
|
||||
|
||||
//shades of slag
|
||||
#define S2 vec3(89.0, 150.0, 62.0) / 255.0
|
||||
#define S1 vec3(112.0, 181.0, 81.0) / 255.0
|
||||
#define MINSHADE vec4(68.0, 118.0, 66.0, 255.0) / 255.0
|
||||
|
||||
#define NSCALE 170.0 / 2.0
|
||||
#define DSCALE 160.0 / 2.0
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_noise;
|
||||
|
||||
uniform vec2 u_campos;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time;
|
||||
|
||||
varying vec2 v_texCoords;
|
||||
|
||||
void main(){
|
||||
vec2 c = v_texCoords.xy;
|
||||
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
|
||||
|
||||
vec4 orig = texture2D(u_texture, c);
|
||||
|
||||
float atime = u_time / 15000.0;
|
||||
float noise = (texture2D(u_noise, (coords) / DSCALE + vec2(atime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / DSCALE + vec2(atime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
|
||||
|
||||
noise = abs(noise - 0.5) * 7.0 + 0.23;
|
||||
|
||||
float btime = u_time / 9000.0;
|
||||
|
||||
c += (vec2(
|
||||
texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r,
|
||||
texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r
|
||||
) - vec2(0.5)) * 20.0 / u_resolution;
|
||||
|
||||
vec4 color = texture2D(u_texture, c);
|
||||
|
||||
if(noise > 0.85){
|
||||
if(color.g >= (S2).g - 0.1){
|
||||
color.rgb = S1;
|
||||
}else{
|
||||
color.rgb = S2;
|
||||
}
|
||||
}else if(noise > 0.5){
|
||||
color.rgb = S2;
|
||||
}
|
||||
|
||||
if(orig.r > 0.01){
|
||||
color = max(MINSHADE, color);
|
||||
}
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
Reference in New Issue
Block a user