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Commit c53f14e6 authored by DarkGod's avatar DarkGod
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New effect for Tempest

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......@@ -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,
......
game/modules/tome/data/gfx/particles_images/lightningshield.png

84.4 KiB

game/modules/tome/data/gfx/particles_images/lightningshield_yellowish.png

82.7 KiB

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;
}
-- 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,
}
......@@ -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
......
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