diff --git a/game/modules/tome/data/gfx/particles/fireflash.lua b/game/modules/tome/data/gfx/particles/fireflash.lua index c9396dca794d72b68e6dec5cd389b53c803494fc..c1a44039ee44245ac7c0300d334ae12f2c2485e8 100644 --- a/game/modules/tome/data/gfx/particles/fireflash.lua +++ b/game/modules/tome/data/gfx/particles/fireflash.lua @@ -21,7 +21,7 @@ -- Advanced shaders -------------------------------------------------------------------------------------- if core.shader.active(4) then -use_shader = {type="fireboom"} +use_shader = {type="shockwave"} base_size = 64 local nb = 0 @@ -41,7 +41,7 @@ return { r = 1, rv = 0, ra = 0, g = 1, gv = 0, ga = 0, b = 1, bv = 0, ba = 0, - a = 1, av = -1 / 16, aa = 0, + a = 0.7, av = 0, aa = 0, } end, }, function(self) @@ -50,7 +50,7 @@ function(self) end nb = nb + 1 end, -1, "particles_images/fireboom" +1, "particles_images/flamesshockwave" -------------------------------------------------------------------------------------- diff --git a/game/modules/tome/data/gfx/particles/flame.lua b/game/modules/tome/data/gfx/particles/flame.lua index 8ae0ab9f70f275e2463795059e798854c0970614..f8acc6f9d9afb242fa31bbd466f6e093bfb122b4 100644 --- a/game/modules/tome/data/gfx/particles/flame.lua +++ b/game/modules/tome/data/gfx/particles/flame.lua @@ -21,7 +21,7 @@ -- Advanced shaders -------------------------------------------------------------------------------------- if core.shader.active(4) then -use_shader = {type="fireball"} +use_shader = {type="fireboom"} base_size = 64 local nb = 0 @@ -50,7 +50,7 @@ function(self) end nb = nb + 1 end, -1 +1, "particles_images/fireball" -------------------------------------------------------------------------------------- -- Default diff --git a/game/modules/tome/data/gfx/particles_images/arcaneshockwave.png b/game/modules/tome/data/gfx/particles_images/arcaneshockwave.png new file mode 100644 index 0000000000000000000000000000000000000000..634a0d25c7597d22eeb64387783cf59118bb9ac5 Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/arcaneshockwave.png differ diff --git a/game/modules/tome/data/gfx/particles_images/flamesshockwave.png b/game/modules/tome/data/gfx/particles_images/flamesshockwave.png new file mode 100644 index 0000000000000000000000000000000000000000..c36da463868cfedc3f6c229334c3d7573b07cf16 Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/flamesshockwave.png differ diff --git a/game/modules/tome/data/gfx/shaders/shockwave.frag b/game/modules/tome/data/gfx/shaders/shockwave.frag new file mode 100644 index 0000000000000000000000000000000000000000..4180a9193bb976eabfbce91cabaea1249f89e6cf --- /dev/null +++ b/game/modules/tome/data/gfx/shaders/shockwave.frag @@ -0,0 +1,188 @@ +uniform sampler2D tex; +uniform float tick; +uniform float tick_start; +uniform float time_factor; + +uniform float shockwaveSpeed; +uniform float shockwaveWidth; +uniform float flameIntensity; + +uniform vec2 ellipsoidalFactor = vec2(1.0, 1.0); //(1.0, 1.0) is perfect circle, (2.0, 1.0) is vertical ellipse, (1.0, 2.0) is horizontal ellipse + +vec4 permute( vec4 x ) { + + return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 ); + +} + +vec4 taylorInvSqrt( vec4 r ) { + + return 1.79284291400159 - 0.85373472095314 * r; + +} + +float snoise( vec3 v ) { + + const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 ); + const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 ); + + // First corner + + vec3 i = floor( v + dot( v, C.yyy ) ); + vec3 x0 = v - i + dot( i, C.xxx ); + + // Other corners + + vec3 g = step( x0.yzx, x0.xyz ); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + vec3 x1 = x0 - i1 + 1.0 * C.xxx; + vec3 x2 = x0 - i2 + 2.0 * C.xxx; + vec3 x3 = x0 - 1. + 3.0 * C.xxx; + + // Permutations + + i = mod( i, 289.0 ); + vec4 p = permute( permute( permute( + i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) ) + + i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) ) + + i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) ); + + // Gradients + // ( N*N points uniformly over a square, mapped onto an octahedron.) + + float n_ = 1.0 / 7.0; // N=7 + + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N) + + vec4 x_ = floor( j * ns.z ); + vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs( x ) - abs( y ); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + + vec4 s0 = floor( b0 ) * 2.0 + 1.0; + vec4 s1 = floor( b1 ) * 2.0 + 1.0; + vec4 sh = -step( h, vec4( 0.0 ) ); + + vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; + vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; + + vec3 p0 = vec3( a0.xy, h.x ); + vec3 p1 = vec3( a0.zw, h.y ); + vec3 p2 = vec3( a1.xy, h.z ); + vec3 p3 = vec3( a1.zw, h.w ); + + // Normalise gradients + + vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) ); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + + // Mix final noise value + + vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); + m = m * m; + return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ), + dot( p2, x2 ), dot( p3, x3 ) ) ); + +} + +vec2 snoise2(vec3 pos) +{ + return vec2(snoise(pos), snoise(pos + vec3(0.0, 0.0, 1.0))); +} + +float GetFireDelta(float currTime, vec2 pos, float freqMult, float stretchMult, float scrollSpeed, float evolutionSpeed) +{ + //firewall + float delta = 0; +// pos.y += (1.0 - pos.y) * 0.5; + //pos.y += 0.5; + pos.y /= stretchMult; + pos *= freqMult; + pos.y += currTime * scrollSpeed; +// pos.y -= currTime * 3.0; + + delta += snoise(vec3(pos * 1.0, currTime * 1.0 * evolutionSpeed)) * 1.5; + delta += snoise(vec3(pos * 2.0, currTime * 2.0 * evolutionSpeed)) * 1.5; + delta += snoise(vec3(pos * 4.0, currTime * 4.0 * evolutionSpeed)) * 1.5; + delta += snoise(vec3(pos * 8.0, currTime * 8.0 * evolutionSpeed)) * 1.5; + delta += snoise(vec3(pos * 16.0, currTime * 16.0 * evolutionSpeed)) * 0.5; + + return delta; +} +vec4 GetFireColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult) +{ + float delta = GetFireDelta(currTime, pos, freqMult, stretchMult, 3.0, 0.1); + delta *= min(1.0, max(0.0, 1.0 * (1.0 - pos.y))); + delta *= min(1.0, max(0.0, 1.0 * (0.0 + pos.y))); + vec2 displacedPoint = pos + vec2(0, delta * ampMult); + displacedPoint.y = min(0.99, displacedPoint.y); + displacedPoint.y = max(0.01, displacedPoint.y); + + return texture2D(tex, displacedPoint); +} + +vec4 GetFireRingColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult, float power, float radius1, float radius2, float scrollSpeed, float paletteCoord) +{ + float pi = 3.141592; + float ang = atan(pos.y, pos.x) + pi; + + vec2 planarPos = vec2(ang / (2.0 * pi), 1.0 - (length(pos) - radius1) / (radius2 - radius1)); + planarPos.y = pow(abs(planarPos.y), power); + + float delta = + GetFireDelta(currTime, planarPos + vec2(currTime * scrollSpeed, 0.0), freqMult, stretchMult, 1.5, 0.5) * (1.0 - planarPos.x) + + GetFireDelta(currTime, vec2(planarPos.x + currTime * scrollSpeed - 1.0, planarPos.y), freqMult, stretchMult, 1.5, 0.5) * planarPos.x; + + delta *= min(1.0, max(0.0, 1.0 * (1.0 - planarPos.y))); + delta *= min(1.0, max(0.0, 1.0 * (0.0 + planarPos.y))); + + float verticalPos = planarPos.y + delta * ampMult; + verticalPos = min(0.99, verticalPos); + verticalPos = max(0.01, verticalPos); + + return texture2D(tex, vec2(paletteCoord, verticalPos)); +} + +void main(void) +{ + vec2 radius = gl_TexCoord[0].xy - vec2(0.5, 0.5); + + radius *= ellipsoidalFactor; + + float radiusLen = length(radius); + + + float ringRadius = 0.5 * max(0.0, min(1.0, ((tick - tick_start) / time_factor * shockwaveSpeed))); + float ringWidth = shockwaveWidth / 2.0; + + vec2 dir = radius / radiusLen; + + + vec4 c; + if(radiusLen > ringRadius - ringWidth && radiusLen < ringRadius) + { + c = GetFireRingColor(tick / time_factor + 0.0 , radius, 6.0, 15.0, flameIntensity, 1.0, ringRadius, ringRadius - ringWidth, 0.0, 0.5); + }else + { + c = vec4(0.0, 0.0, 0.0, 0.0); + } + c.a *= min(1.0, max(0.0, 20.0 * (1.0 - (radiusLen - (ringRadius - ringWidth)) / ringWidth))); + c.a *= gl_Color.a; + + + gl_FragColor = c; +} diff --git a/game/modules/tome/data/gfx/shaders/shockwave.lua b/game/modules/tome/data/gfx/shaders/shockwave.lua new file mode 100644 index 0000000000000000000000000000000000000000..17a2d827a4fbb443c1729998a27bb30adba8922f --- /dev/null +++ b/game/modules/tome/data/gfx/shaders/shockwave.lua @@ -0,0 +1,37 @@ +-- ToME - Tales of Maj'Eyal +-- Copyright (C) 2009, 2010, 2011, 2012, 2013 Nicolas Casalini +-- +-- This program is free software: you can redistribute it and/or modify +-- it under the terms of the GNU General Public License as published by +-- the Free Software Foundation, either version 3 of the License, or +-- (at your option) any later version. +-- +-- This program is distributed in the hope that it will be useful, +-- but WITHOUT ANY WARRANTY; without even the implied warranty of +-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +-- GNU General Public License for more details. +-- +-- You should have received a copy of the GNU General Public License +-- along with this program. If not, see <http://www.gnu.org/licenses/>. +-- +-- Nicolas Casalini "DarkGod" +-- darkgod@te4.org + +return { + frag = "shockwave", + vert = nil, + args = { + tex = { texture = 0 }, + time_factor = time_factor or 4000, + + shockwaveWidth = shockwaveWidth or 0.5, --0.1 is very thin wave, 0.9 is thick + shockwaveSpeed = shockwaveSpeed or 7.0, + flameIntensity = flameIntensity or 0.4, + + ellipsoidalFactor = {1.0, 1.0}, --1 is perfect circle, >1 is ellipsoidal + }, + resetargs = { + tick_start = function() return core.game.getTime() end, + }, + clone = false, +}