Merge branch 'master' of https://github.com/Anuken/Mindustry into v105
@@ -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;
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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.
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -88,4 +88,4 @@ Alicila
|
||||
Daniel Dusek
|
||||
DeltaNedas
|
||||
GioIacca9
|
||||
SnakkiZXZ
|
||||
SnakkiZXZ
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,8 +1,3 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
|
||||
const float PI = 3.14159265359;
|
||||
const float MAX = 10000.0;
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
varying vec3 v_texCoords;
|
||||
|
||||
|
||||
11
core/assets/shaders/darkness.frag
Normal file
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,3 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
varying vec4 v_col;
|
||||
|
||||
void main(){
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
varying vec4 v_col;
|
||||
varying vec4 v_position;
|
||||
|
||||
8
core/assets/shaders/screenspace.frag
Normal file
@@ -0,0 +1,8 @@
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
varying vec2 v_texCoords;
|
||||
|
||||
void main(){
|
||||
gl_FragColor = texture2D(u_texture, v_texCoords);
|
||||
}
|
||||
9
core/assets/shaders/screenspace.vert
Normal 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;
|
||||
}
|
||||
@@ -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){
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
Before Width: | Height: | Size: 761 B After Width: | Height: | Size: 778 B |
17245
core/assets/sprites/fallback/sprites.atlas
Normal file
BIN
core/assets/sprites/fallback/sprites.png
Normal file
|
After Width: | Height: | Size: 394 KiB |
BIN
core/assets/sprites/fallback/sprites2.png
Normal file
|
After Width: | Height: | Size: 676 KiB |
BIN
core/assets/sprites/fallback/sprites3.png
Normal file
|
After Width: | Height: | Size: 128 KiB |
BIN
core/assets/sprites/fallback/sprites4.png
Normal file
|
After Width: | Height: | Size: 279 KiB |
BIN
core/assets/sprites/fallback/sprites5.png
Normal file
|
After Width: | Height: | Size: 295 KiB |
BIN
core/assets/sprites/fallback/sprites6.png
Normal file
|
After Width: | Height: | Size: 934 KiB |
|
Before Width: | Height: | Size: 856 KiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 124 KiB After Width: | Height: | Size: 129 KiB |
|
Before Width: | Height: | Size: 301 KiB After Width: | Height: | Size: 271 KiB |
|
Before Width: | Height: | Size: 279 KiB After Width: | Height: | Size: 290 KiB |
|
Before Width: | Height: | Size: 915 KiB After Width: | Height: | Size: 982 KiB |