Merge branch 'master' of https://github.com/Anuken/Mindustry into v105

This commit is contained in:
Petr Gašparík
2020-06-22 22:54:57 +02:00
489 changed files with 24235 additions and 5577 deletions

View File

@@ -1,17 +1,9 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform float BloomIntensity;
uniform float OriginalIntensity;
uniform lowp sampler2D u_texture0;
uniform lowp sampler2D u_texture1;
uniform lowp float BloomIntensity;
uniform lowp float OriginalIntensity;
varying MED vec2 v_texCoords;
varying vec2 v_texCoords;
void main(){
vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;

View File

@@ -1,21 +1,14 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
uniform lowp sampler2D u_texture;
varying vec2 v_texCoords0;
varying vec2 v_texCoords1;
varying vec2 v_texCoords2;
varying vec2 v_texCoords3;
varying vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main(){
gl_FragColor = far * texture2D(u_texture, v_texCoords0)
+ close * texture2D(u_texture, v_texCoords1)

View File

@@ -1,14 +1,8 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
uniform lowp sampler2D u_texture0;
uniform lowp vec2 threshold;
varying vec2 v_texCoords;
void main(){
vec4 color = texture2D(u_texture0, v_texCoords);
if(color.r + color.g + color.b > 0.5 * 3.0){

View File

@@ -1,17 +1,9 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform float BloomIntensity;
uniform float OriginalIntensity;
uniform lowp sampler2D u_texture0;
uniform lowp sampler2D u_texture1;
uniform lowp float BloomIntensity;
uniform lowp float OriginalIntensity;
varying MED vec2 v_texCoords;
varying vec2 v_texCoords;
void main(){
vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;

View File

@@ -1,18 +1,13 @@
#ifdef GL_ES
#define MED mediump
#else
#define MED
#endif
attribute vec4 a_position;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
uniform vec2 dir;
uniform vec2 size;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
varying vec2 v_texCoords0;
varying vec2 v_texCoords1;
varying vec2 v_texCoords2;
varying vec2 v_texCoords3;
varying vec2 v_texCoords4;
const vec2 futher = vec2(3.2307692308, 3.2307692308);
const vec2 closer = vec2(1.3846153846, 1.3846153846);

View File

@@ -1,21 +1,14 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
uniform lowp sampler2D u_texture;
varying vec2 v_texCoords0;
varying vec2 v_texCoords1;
varying vec2 v_texCoords2;
varying vec2 v_texCoords3;
varying vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main(){
gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb
+ close * texture2D(u_texture, v_texCoords1).rgb

View File

@@ -1,14 +1,6 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
uniform lowp sampler2D u_texture0;
uniform lowp vec2 threshold;
varying vec2 v_texCoords;
void main(){
vec4 tex = texture2D(u_texture0, v_texCoords);

View File

@@ -1,11 +1,6 @@
#ifdef GL_ES
#define MED mediump
#else
#define MED
#endif
attribute vec4 a_position;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
varying MED vec2 v_texCoords;
varying vec2 v_texCoords;
void main(){
v_texCoords = a_texCoord0;

View File

@@ -1,14 +1,6 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
uniform lowp sampler2D u_texture0;
uniform lowp vec2 threshold;
varying mediump vec2 v_texCoords;
void main(){
gl_FragColor.rgb = (texture2D(u_texture0, v_texCoords).rgb - vec3(threshold.x)) * threshold.y;

View File

@@ -224,7 +224,6 @@ save.new = New Save
save.overwrite = Are you sure you want to overwrite\nthis save slot?
overwrite = Overwrite
save.none = No saves found!
saveload = Saving...
savefail = Failed to save game!
save.delete.confirm = Are you sure you want to delete this save?
save.delete = Delete
@@ -674,6 +673,7 @@ setting.milliseconds = {0} milliseconds
setting.fullscreen.name = Fullscreen
setting.borderlesswindow.name = Borderless Window[lightgray] (restart may be required)
setting.fps.name = Show FPS & Ping
setting.smoothcamera.name = Smooth Camera
setting.blockselectkeys.name = Show Block Select Keys
setting.vsync.name = VSync
setting.pixelate.name = Pixelate
@@ -780,10 +780,10 @@ rules.wavetimer = Wave Timer
rules.waves = Waves
rules.attack = Attack Mode
rules.enemyCheat = Infinite AI (Red Team) Resources
rules.unitdrops = Unit Drops
rules.blockhealthmultiplier = Block Health Multiplier
rules.blockdamagemultiplier = Block Damage Multiplier
rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.blockhealthmultiplier = Block Health Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
rules.wavespacing = Wave Spacing:[lightgray] (sec)
@@ -792,6 +792,7 @@ rules.buildspeedmultiplier = Build Speed Multiplier
rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
rules.waitForWaveToEnd = Waves Wait for Enemies
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
rules.unitammo = Units Require Ammo
rules.title.waves = Waves
rules.title.resourcesbuilding = Resources & Building
rules.title.enemy = Enemies
@@ -1025,6 +1026,19 @@ block.meltdown.name = Meltdown
block.container.name = Container
block.launch-pad.name = Launch Pad
block.launch-pad-large.name = Large Launch Pad
block.segment.name = Segment
block.ground-factory.name = Ground Factory
block.air-factory.name = Air Factory
block.naval-factory.name = Naval Factory
block.additive-reconstructor.name = Additive Reconstructor
block.multiplicative-reconstructor.name = Multiplicative Reconstructor
block.exponential-reconstructor.name = Exponential Reconstructor
block.tetrative-reconstructor.name = Tetrative Reconstructor
block.mass-conveyor.name = Mass Conveyor
block.payload-router.name = Payload Router
block.disassembler.name = Disassembler
block.silicon-crucible.name = Silicon Crucible
block.large-overdrive-projector.name = Large Overdrive Projector
team.blue.name = blue
team.crux.name = red
team.sharded.name = orange
@@ -1205,11 +1219,12 @@ block.lancer.description = A medium-sized anti-ground laser turret. Charges and
block.arc.description = A small close-range electric turret. Fires arcs of electricity at enemies.
block.swarmer.description = A medium-sized missile turret. Attacks both air and ground enemies. Fires homing missiles.
block.salvo.description = A larger, more advanced version of the Duo turret. Fires quick salvos of bullets at the enemy.
block.fuse.description = A large, close-range energy turret. Fires three piercing beams at nearby enemies.
block.fuse.description = A large, close-range shrapnel turret. Fires three piercing blasts at nearby enemies.
block.ripple.description = An extremely powerful artillery turret. Shoots clusters of shells at enemies over long distances.
block.cyclone.description = A large anti-air and anti-ground turret. Fires explosive clumps of flak at nearby units.
block.spectre.description = A massive dual-barreled cannon. Shoots large armor-piercing bullets at air and ground targets.
block.meltdown.description = A massive laser cannon. Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to rally, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.repair-point.description = Continuously heals the closest damaged unit in its vicinity.
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted.

View File

@@ -7,7 +7,7 @@ link.reddit.description = Il subreddit di Mindustry!
link.github.description = Codice sorgente del gioco
link.changelog.description = Elenco delle modifiche del gioco
link.dev-builds.description = Build di sviluppo versioni instabili
link.trello.description = Scheda ufficiale trello per funzionalità pianificate
link.trello.description = Scheda ufficiale Trello per funzionalità pianificate
link.itch.io.description = Pagina di itch.io con download per PC e versione web
link.google-play.description = Elenco di Google Play Store
link.f-droid.description = Catalogo F-Droid

View File

@@ -88,4 +88,4 @@ Alicila
Daniel Dusek
DeltaNedas
GioIacca9
SnakkiZXZ
SnakkiZXZ

View File

@@ -242,3 +242,13 @@
63502=segment|block-segment-medium
63501=large-overdrive-projector|block-large-overdrive-projector-medium
63500=disassembler|block-disassembler-medium
63499=advanced-reconstructor|block-advanced-reconstructor-medium
63498=reconstructor-basis|block-reconstructor-basis-medium
63497=reconstructor-morphism|block-reconstructor-morphism-medium
63496=reconstructor-functor|block-reconstructor-functor-medium
63495=reconstructor-prime|block-reconstructor-prime-medium
63494=additive-reconstructor|block-additive-reconstructor-medium
63493=multiplicative-reconstructor|block-multiplicative-reconstructor-medium
63492=exponential-reconstructor|block-exponential-reconstructor-medium
63491=tetrative-reconstructor|block-tetrative-reconstructor-medium
63490=resupply-point|block-resupply-point-medium

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@@ -24,72 +24,72 @@ const extend = function(classType, params){
const newEffect = (lifetime, renderer) => new Effects.Effect(lifetime, new Effects.EffectRenderer({render: renderer}))
Call = Packages.mindustry.gen.Call
importPackage(Packages.mindustry.graphics.g3d)
importPackage(Packages.mindustry.ctype)
importPackage(Packages.mindustry.gen)
importPackage(Packages.arc.scene.actions)
importPackage(Packages.mindustry.editor)
importPackage(Packages.mindustry.type)
importPackage(Packages.arc.scene.ui)
importPackage(Packages.arc.math.geom)
importPackage(Packages.mindustry.game)
importPackage(Packages.mindustry.maps.filters)
importPackage(Packages.arc.struct)
importPackage(Packages.arc.scene.style)
importPackage(Packages.mindustry.ui.dialogs)
importPackage(Packages.mindustry.editor)
importPackage(Packages.mindustry.entities.comp)
importPackage(Packages.mindustry.world.blocks.defense.turrets)
importPackage(Packages.mindustry.async)
importPackage(Packages.mindustry.world.blocks.distribution)
importPackage(Packages.mindustry.world.blocks.environment)
importPackage(Packages.mindustry.world.blocks.campaign)
importPackage(Packages.mindustry.world.blocks.liquid)
importPackage(Packages.mindustry.ui)
importPackage(Packages.mindustry.world.blocks.production)
importPackage(Packages.mindustry.ai)
importPackage(Packages.mindustry.world.blocks.defense)
importPackage(Packages.mindustry.world.meta)
importPackage(Packages.mindustry.world.blocks.legacy)
importPackage(Packages.mindustry.world.blocks.units)
importPackage(Packages.arc.graphics)
importPackage(Packages.arc.func)
importPackage(Packages.mindustry.content)
importPackage(Packages.mindustry.world.blocks.power)
importPackage(Packages.mindustry.world.blocks)
importPackage(Packages.arc.scene.event)
importPackage(Packages.mindustry.logic)
importPackage(Packages.arc.math)
importPackage(Packages.mindustry.world)
importPackage(Packages.mindustry.maps)
importPackage(Packages.mindustry.maps.generators)
importPackage(Packages.mindustry.world.meta.values)
importPackage(Packages.mindustry.entities)
importPackage(Packages.arc.util)
importPackage(Packages.mindustry.graphics)
importPackage(Packages.mindustry.world.modules)
importPackage(Packages.mindustry.graphics.g3d)
importPackage(Packages.mindustry.world.blocks.sandbox)
importPackage(Packages.mindustry.input)
importPackage(Packages.mindustry.entities.units)
importPackage(Packages.arc.scene.ui.layout)
importPackage(Packages.mindustry.ai.types)
importPackage(Packages.mindustry.ai.formations.patterns)
importPackage(Packages.arc.scene.utils)
importPackage(Packages.mindustry.ai.formations)
importPackage(Packages.mindustry.game)
importPackage(Packages.mindustry.ui.dialogs)
importPackage(Packages.mindustry.ui.fragments)
importPackage(Packages.mindustry.world.blocks.experimental)
importPackage(Packages.mindustry.world.blocks.storage)
importPackage(Packages.mindustry.audio)
importPackage(Packages.mindustry.ui.layout)
importPackage(Packages.mindustry.entities.bullet)
importPackage(Packages.mindustry.world.consumers)
importPackage(Packages.mindustry.world.blocks.environment)
importPackage(Packages.arc.math)
importPackage(Packages.mindustry.world.blocks.power)
importPackage(Packages.mindustry.core)
importPackage(Packages.arc.scene)
importPackage(Packages.mindustry)
importPackage(Packages.arc)
importPackage(Packages.mindustry.world.blocks.payloads)
importPackage(Packages.mindustry.world.producers)
importPackage(Packages.arc.struct)
importPackage(Packages.mindustry.maps)
importPackage(Packages.arc.scene.actions)
importPackage(Packages.mindustry.ctype)
importPackage(Packages.mindustry.ai.formations)
importPackage(Packages.arc.scene.utils)
importPackage(Packages.mindustry.world.blocks.defense)
importPackage(Packages.mindustry.ai.types)
importPackage(Packages.mindustry.gen)
importPackage(Packages.mindustry.world.blocks.distribution)
importPackage(Packages.mindustry.world.meta)
importPackage(Packages.mindustry.maps.filters)
importPackage(Packages.mindustry.logic)
importPackage(Packages.arc.math.geom)
importPackage(Packages.mindustry.graphics)
importPackage(Packages.mindustry.entities.bullet)
importPackage(Packages.mindustry.world.meta.values)
importPackage(Packages.mindustry.input)
importPackage(Packages.mindustry.entities)
importPackage(Packages.arc.func)
importPackage(Packages.mindustry.world.blocks.experimental)
importPackage(Packages.mindustry.world.consumers)
importPackage(Packages.mindustry.ai)
importPackage(Packages.mindustry.world.blocks.legacy)
importPackage(Packages.mindustry.world.modules)
importPackage(Packages.mindustry.async)
importPackage(Packages.mindustry.content)
importPackage(Packages.arc.graphics.g2d)
importPackage(Packages.mindustry.ui)
importPackage(Packages.mindustry.ui.layout)
importPackage(Packages.mindustry.entities.units)
importPackage(Packages.mindustry.type)
importPackage(Packages.arc.scene)
importPackage(Packages.mindustry.world.blocks.production)
importPackage(Packages.mindustry)
importPackage(Packages.mindustry.world.blocks.storage)
importPackage(Packages.mindustry.world)
importPackage(Packages.mindustry.world.blocks.units)
importPackage(Packages.arc.scene.event)
importPackage(Packages.arc.scene.ui.layout)
importPackage(Packages.mindustry.world.blocks.defense.turrets)
importPackage(Packages.arc.scene.style)
importPackage(Packages.arc.graphics)
importPackage(Packages.mindustry.world.blocks.liquid)
importPackage(Packages.mindustry.world.blocks)
importPackage(Packages.mindustry.audio)
importPackage(Packages.mindustry.ai.formations.patterns)
importPackage(Packages.mindustry.world.blocks.payloads)
importPackage(Packages.mindustry.maps.planet)
importPackage(Packages.arc.util)
importPackage(Packages.mindustry.world.producers)
importPackage(Packages.arc)
importPackage(Packages.mindustry.maps.generators)
importPackage(Packages.mindustry.world.blocks.campaign)
const PlayerIpUnbanEvent = Packages.mindustry.game.EventType.PlayerIpUnbanEvent
const PlayerIpBanEvent = Packages.mindustry.game.EventType.PlayerIpBanEvent
const PlayerUnbanEvent = Packages.mindustry.game.EventType.PlayerUnbanEvent

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
const float PI = 3.14159265359;
const float MAX = 10000.0;

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform vec4 u_color;
@@ -13,7 +8,7 @@ uniform float u_progress;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
bool id(vec2 coords, vec4 base){
@@ -31,10 +26,10 @@ bool cont(vec2 T, vec2 v){
void main() {
vec2 t = v_texCoord.xy;
vec2 t = v_texCoords.xy;
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
vec2 coords = (v_texCoord-u_uv) / v;
vec2 coords = (v_texCoords-u_uv) / v;
float value = coords.x + coords.y;
vec4 color = texture2D(u_texture, t);

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@@ -1,6 +1,3 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec3 v_texCoords;

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@@ -0,0 +1,11 @@
#define HIGHP
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texCoords;
void main(){
vec4 color = texture2D(u_texture, v_texCoords.xy);
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - color.r);
}

View File

@@ -5,12 +5,12 @@ attribute vec2 a_texCoord0;
attribute vec4 a_color;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
uniform vec2 u_viewportInverse;
void main(){
gl_Position = u_projTrans * a_position;
v_texCoord = a_texCoord0;
v_texCoords = a_texCoord0;
v_color = a_color;
}

View File

@@ -1,14 +0,0 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texCoord;
void main(){
vec4 color = texture2D(u_texture, v_texCoord.xy);
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - color.r);
}

View File

@@ -1,17 +1,10 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define steprad 0.13
uniform sampler2D u_texture;
uniform vec4 u_ambient;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
void main(){
vec4 color = texture2D(u_texture, v_texCoord.xy);
vec4 color = texture2D(u_texture, v_texCoords);
gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, color.a), u_ambient.a - color.a), 0.0, 1.0);
}

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@@ -1,7 +1,3 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_col;
void main(){

View File

@@ -1,6 +1,3 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_col;
varying vec4 v_position;

View File

@@ -0,0 +1,8 @@
uniform sampler2D u_texture;
varying vec2 v_texCoords;
void main(){
gl_FragColor = texture2D(u_texture, v_texCoords);
}

View File

@@ -0,0 +1,9 @@
attribute vec4 a_position;
attribute vec2 a_texCoord0;
varying vec2 v_texCoords;
void main(){
v_texCoords = a_texCoord0;
gl_Position = a_position;
}

View File

@@ -1,7 +1,4 @@
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#define HIGHP
#define MAX_HITS 64
#define HIT_RADIUS 12.0
@@ -14,12 +11,12 @@ uniform vec2 u_texsize;
uniform float u_time;
uniform float u_dp;
uniform vec2 u_offset;
uniform vec4 u_shieldcolor;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
void main(){
vec2 T = v_texCoord.xy;
vec2 T = v_texCoords.xy;
vec2 coords = (T * u_texsize) + u_offset;
T += vec2(sin(coords.y / 3.0 + u_time / 20.0), sin(coords.x / 3.0 + u_time / 20.0)) / u_texsize;
@@ -32,7 +29,7 @@ void main(){
(texture2D(u_texture, T + vec2(0, step) * v).a > 0.0 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.0 ||
texture2D(u_texture, T + vec2(step, 0) * v).a > 0.0 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.0)){
gl_FragColor = mix(v_color, vec4(1.0), si);
gl_FragColor = mix(u_shieldcolor, vec4(1.0), si);
}else{
if(color.a > 0.0){

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@@ -1,7 +1,4 @@
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
#define HIGHP
//shades of slag
#define S2 vec3(100.0, 93.0, 49.0) / 100.0
@@ -15,11 +12,10 @@ uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
void main(){
vec2 c = v_texCoord.xy;
vec2 c = v_texCoords.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
float btime = u_time / 4000.0;

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@@ -1,7 +1,4 @@
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
#define HIGHP
#define NSCALE 180.0 / 2.0
@@ -12,11 +9,10 @@ uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
void main(){
vec2 c = v_texCoord.xy;
vec2 c = v_texCoords.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
float btime = u_time / 8000.0;

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define step 3.0
uniform sampler2D u_texture;
@@ -15,7 +10,7 @@ uniform vec2 u_uv2;
uniform vec2 u_texsize;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
bool id(vec4 v){
return v.a > 0.1;
@@ -36,11 +31,11 @@ bool cont(vec2 T, vec2 v){
}
void main() {
vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoord.xy;
vec2 coords = (v_texCoords.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoords.xy;
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
vec4 c = texture2D(u_texture, v_texCoord.xy);
vec4 c = texture2D(u_texture, v_texCoords.xy);
float alpha = c.a;
c.a *= u_progress;

View File

@@ -1,7 +1,4 @@
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
#define HIGHP
uniform sampler2D u_texture;
@@ -9,15 +6,14 @@ uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoords;
const float mscl = 40.0;
const float mth = 7.0;
void main(){
vec2 c = v_texCoord.xy;
vec2 c = v_texCoords.xy;
vec2 v = vec2(1.0/u_resolution.x, 1.0/u_resolution.y);
vec2 coords = vec2(c.x / v.x + u_campos.x, c.y / v.y + u_campos.y);

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