diff --git a/game/modules/tome/data/birth/classes/mage.lua b/game/modules/tome/data/birth/classes/mage.lua index 427e8482da2038d8b06f8e9d6dcf52e1384ee009..98c265451c6a39531130982ed1bde8260db90113 100644 --- a/game/modules/tome/data/birth/classes/mage.lua +++ b/game/modules/tome/data/birth/classes/mage.lua @@ -150,7 +150,7 @@ newBirthDescriptor{ end end, function(actor) - if core.shader.active(4) then actor:addParticles(Particles.new("shader_ring_rotating", 1, {radius=1.1}, {type="sparks", hide_center=0, zoom=3, xy={0, 0}})) + if core.shader.active(4) then actor:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="lightningshield"}, {type="lightningshield"})) else actor:addParticles(Particles.new("tempest", 1)) end end, diff --git a/game/modules/tome/data/gfx/particles_images/lightningshield.png b/game/modules/tome/data/gfx/particles_images/lightningshield.png new file mode 100644 index 0000000000000000000000000000000000000000..bc8398fe3381173e23fd35105f660c24c1faaddc Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/lightningshield.png differ diff --git a/game/modules/tome/data/gfx/particles_images/lightningshield_yellowish.png b/game/modules/tome/data/gfx/particles_images/lightningshield_yellowish.png new file mode 100644 index 0000000000000000000000000000000000000000..e807f0808b6827c5500e16046a29813056c25f99 Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/lightningshield_yellowish.png differ diff --git a/game/modules/tome/data/gfx/shaders/lightningshield.frag b/game/modules/tome/data/gfx/shaders/lightningshield.frag new file mode 100644 index 0000000000000000000000000000000000000000..2fc82a202be6f817cc706136284b2735b417fd9e --- /dev/null +++ b/game/modules/tome/data/gfx/shaders/lightningshield.frag @@ -0,0 +1,217 @@ +uniform sampler2D tex; +uniform float tick; +uniform float time_factor; + +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 = 0.0; +// 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 GetCheckboardColor(vec2 pos) +{ + vec4 col = vec4(0.0, 0.0, 0.0, 0.0); + if(pos.x > 0.0 && pos.x < 1.0 && pos.y > 0.0 && pos.y < 1.0) + { + if(mod(pos.x, 0.1) < 0.05 ^^ mod(pos.y, 0.1) < 0.05) + col = vec4(pos.x, pos.y, 0.0, 1.0); + else + col = vec4(0.0, 0.0, 0.0, 1.0); + } + return col; +} + +vec4 GetLightningColor(float phase, vec2 pos) +{ + vec4 col = texture2D(tex, pos); + float fadeoffTime = 0.7; + float propagationIntensity = 0.9 * (1.0 - min(phase / (1.0 - fadeoffTime), 1.0)); + col.a -= propagationIntensity; + col.a /= (1.0 - propagationIntensity); + col.a *= pow(1.0 - (phase - (1.0 - fadeoffTime)) / fadeoffTime, 2.0); + return col; +} + +vec2 Rotate(vec2 point, float ang) +{ + return vec2( + point.x * cos(ang) - point.y * sin(ang), + point.x * sin(ang) + point.y * cos(ang)); +} + +void main(void) +{ + vec2 radius = gl_TexCoord[0].xy - vec2(0.5, 0.5); + + radius *= ellipsoidalFactor; + + float radiusLen = length(radius); + vec4 resultColor = vec4(0.0, 0.0, 0.0, 0.0); + float scaledTime = 5.0 * tick / time_factor;//(1.0 + sin(10.0 * tick / time_factor)) * 0.5; + scaledTime += GetFireDelta(scaledTime, vec2(0.0, 0.0), 0.01, 1.0, 0.0, 0.05) * 0.3; + float lightningNum = floor(scaledTime); + float scale = min(1.0, (scaledTime - floor(scaledTime)) * 1.0); + + vec2 offset = vec2( + GetFireDelta(lightningNum, vec2(0.0, 0.0), 1.0, 1.0, 0.0, 0.3) * 0.1, + GetFireDelta(lightningNum, vec2(0.0, 0.0), 1.0, 1.0, 0.0, 0.2) * 0.1); + + float antialiasingRadius = 0.92; + float antialiasingCoef = 1.0; + float shieldDensity = 0.1 * 0.0; + float shieldLuminance = 1.8; + + float sinAlpha = radiusLen * 2.0; + float alpha = 0.0; + if(sinAlpha > 1.0) + { + gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); + return; + }else + { + if(sinAlpha > antialiasingRadius) + { + antialiasingCoef = (1.0 - sinAlpha) / (1.0 - antialiasingRadius); + } + alpha = asin(sinAlpha); + } + vec2 sphericalProjectedCoord = radius * (alpha / (3.141592 / 2.0)) / radiusLen; + sphericalProjectedCoord = Rotate(sphericalProjectedCoord + vec2(scale * 0.1, 0.0), offset.x * 200.0) + offset * 1.3 + vec2(1.0, 1.0); + + + vec4 c = GetLightningColor(scale, sphericalProjectedCoord / (3.0 + offset.x * 5.0)); + + //exponential thin layer absorbtion under angle alpha + //layer thickness is c.a * shieldIntensity + c.a = max(c.a, 0.0); + //c += vec4(0.05, 0.05, 0.05, 0.05); + float thickness = c.a * max(0.0, 1.0 / cos(alpha) - 0.7); + c.a = 1.0 - exp(-thickness * shieldDensity) + thickness * shieldLuminance; + + c.a = min(0.99, c.a) * antialiasingCoef; + c.a *= gl_Color.a; + + gl_FragColor = c; +} diff --git a/game/modules/tome/data/gfx/shaders/lightningshield.lua b/game/modules/tome/data/gfx/shaders/lightningshield.lua new file mode 100644 index 0000000000000000000000000000000000000000..45812812944569047007a1985aef1acab68959d6 --- /dev/null +++ b/game/modules/tome/data/gfx/shaders/lightningshield.lua @@ -0,0 +1,27 @@ +-- 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 = "lightningshield", + vert = nil, + args = { + time_factor = time_factor or 6000, + }, + clone = false, +} diff --git a/game/modules/tome/data/talents/spells/storm.lua b/game/modules/tome/data/talents/spells/storm.lua index 98ae783a787110370fb69f4005ae7661596c74c8..99c802c9f4a937a5af4881bcc9769041226fda65 100644 --- a/game/modules/tome/data/talents/spells/storm.lua +++ b/game/modules/tome/data/talents/spells/storm.lua @@ -150,7 +150,7 @@ newTalent{ game:playSoundNear(self, "talents/thunderstorm") local particle if core.shader.active(4) then - particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {radius=1.1}, {type="sparks", hide_center=0, zoom=3, xy={self.x, self.y}})) + particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="lightningshield"}, {type="lightningshield"})) else particle = self:addParticles(Particles.new("tempest", 1)) end