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Commit ec0ffb1c authored by DarkGod's avatar DarkGod
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New gfx effect for Frostdusk

parent 7fea6a45
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......@@ -244,7 +244,12 @@ newBirthDescriptor{
end
end,
function(actor)
actor:addParticles(Particles.new("ultrashield", 1, {rm=0, rM=0, gm=0, gM=0, bm=10, bM=100, am=70, aM=180, radius=0.4, density=60, life=14, instop=20}))
if core.shader.active(4) then
local p1 = actor:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="spinningwinds_black"}, {type="spinningwinds", ellipsoidalFactor={1,1}, time_factor=6000, noup=2.0}))
p1.toback = true
actor:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="spinningwinds_black"}, {type="spinningwinds", ellipsoidalFactor={1,1}, time_factor=6000, noup=1.0}))
else actor:addParticles(Particles.new("ultrashield", 1, {rm=0, rM=0, gm=0, gM=0, bm=10, bM=100, am=70, aM=180, radius=0.4, density=60, life=14, instop=20}))
end
end,
},
talents = {
......
game/modules/tome/data/gfx/particles_images/spinningwinds_black.png

15.8 KiB

uniform sampler2D tex;
uniform float tick;
uniform float tick_start;
uniform vec3 color;
uniform float time_factor;
uniform float shockwaveSpeed;
uniform float shockwaveWidth;
uniform float flameIntensity;
uniform float noup = 0;
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;
}
struct RingIntersection
{
vec4 color;
float depth;
};
vec4 Uberblend(vec4 col0, vec4 col1)
{
// return vec4((1.0 - col0.a) * (col1.rgb) + col0.a * (col1.rgb * col1.a + col0.rgb * (1.0 - col1.a)), min(1.0, col0.a + col1.a));
// return vec4((1.0 - col1.a) * (col0.rgb) + col1.a * (col1.rgb * col1.a + col0.rgb * (1.0 - col1.a)), min(1.0, col0.a + col1.a));
return vec4(
(1.0 - col0.a) * (1.0 - col1.a) * (col0.rgb * col0.a + col1.rgb * col1.a) / (col0.a + col1.a + 1e-1) +
(1.0 - col0.a) * (0.0 + col1.a) * (col1.rgb) +
(0.0 + col0.a) * (1.0 - col1.a) * (col0.rgb * (1.0 - col1.a) + col1.rgb * col1.a) +
(0.0 + col0.a) * (0.0 + col1.a) * (col1.rgb),
min(1.0, col0.a + col1.a));
}
RingIntersection GetBladeRingColor(float currTime, vec2 pos, vec3 axis)
{
RingIntersection result;
vec3 rayOrigin = vec3(pos, -5.0);
vec3 rayDir = vec3(0.0, 0.0, 1.0);
vec3 planePoint = vec3(0.0, 0.0, 0.0);
result.depth = 10.0;
result.color = vec4(0.0, 0.0, 0.0, 0.0);
float someDelta = GetFireDelta(currTime, vec2(0.5, 0.5), 1.0, 1.0, 0.0, 0.23);
if(!(someDelta < 10 && someDelta > -10))
{
result.depth = -10;
result.color = vec4(1, 0, 0, 1);
return result;
}
vec3 baseIntersection = rayOrigin + rayDir * dot(planePoint - rayOrigin, axis) / dot(axis, rayDir);
for(int i = 0; i < 10; i++)
{
vec3 localAxis = axis;
localAxis.x += sin(someDelta * 1.5 + 100.0 * i) * 0.15;
localAxis.y += sin(someDelta * 1.7 + 130.0 * i) * 0.15;
/* localAxis.x += GetFireDelta(currTime, vec2(0.2 * i, 0.5), 1.0, 1.0, 0.0, 0.23) * 0.1;
localAxis.y += GetFireDelta(currTime, vec2(0.2 * i, 0.5), 1.0, 1.0, 0.0, 0.27) * 0.1;*/
localAxis /= length(localAxis);
vec3 intersection = rayOrigin + rayDir * dot(planePoint - rayOrigin, localAxis) / dot(localAxis, rayDir);
vec3 tangent0 = cross(axis, vec3(0.0, 1.0, 0.0));
if(length(tangent0) < 1e-1)
{
tangent0 = cross(axis, vec3(1.0, 0.0, 0.0));
}else
{
}
tangent0 /= length(tangent0);
vec3 tangent1 = cross(tangent0, axis);
vec2 planarPoint = vec2(dot(intersection - planePoint, tangent0), dot(intersection - planePoint, tangent1));
vec2 rotatedPoint;
/*rotatedPoint.x = planarPoint.x * cos(ang) - planarPoint.y * sin(ang);
rotatedPoint.y = planarPoint.x * sin(ang) + planarPoint.y * cos(ang);
rotatedPoint *= 2.0;
if(length(rotatedPoint) < 0.5 && rotatedPoint.x < 0.0)
{
result.color = texture2D(tex, rotatedPoint + vec2(0.5, 0.5));
result.depth = intersection.z;
}*/
float fogPhase = currTime * 5.0 + sin(someDelta * 1.5 + 9.0 * i) * 0.5;// + GetFireDelta(currTime, vec2(0.1 * i, 0.5), 1.0, 1.0, 0.0, 0.2) * 0.5;
fogPhase = clamp(fogPhase - floor(fogPhase), 0.0, 1.0);
float ang = -currTime * 30.0 + (3.14 * 2.0) / 10.0 * i + sin(someDelta * 1.5 + 5.0 * i) * 0.5;// + GetFireDelta(currTime, vec2(0.1 * i, 0.5), 1.0, 1.0, 0.0, 0.2) * 0.5;
rotatedPoint.x = planarPoint.x * cos(ang) - planarPoint.y * sin(ang);
rotatedPoint.y = planarPoint.x * sin(ang) + planarPoint.y * cos(ang);
//rotatedPoint *= 2.0 - fogPhase;
if(length(rotatedPoint) < 0.5 && rotatedPoint.x < 0.0)
{
vec4 airColor = /*vec4(sin(10 * i), sin(20 * i), sin(30 * i), 1.0);*/texture2D(tex, rotatedPoint + vec2(0.5, 0.5));
airColor.a *= (1.0 - pow(fogPhase, 3.0)) * (1.0 - pow((1.0 - fogPhase), 3.0));
result.color = Uberblend(result.color, airColor);
result.depth = intersection.z;
if(intersection.z < result.depth)
{
result.depth = intersection.z;
}
//result.color.rgb = vec3(0.5, 0.5, 0.5);//max(result.color.rgb, airColor.rgb);
//result.color.a = 1.0;//min(1.0, result.color.a + airColor.a);
}
}
return result;
}
void main(void)
{
// gl_FragColor = Uberblend(texture2D(tex, gl_TexCoord[0].xy), texture2D(tex, vec2(gl_TexCoord[0].x - 0.5, gl_TexCoord[0].y))); return;
// gl_FragColor = texture2D(tex, - gl_TexCoord[0].xy); return;
vec2 radius = gl_TexCoord[0].xy - vec2(0.5, 0.5);
radius *= ellipsoidalFactor;
float radiusLen = length(radius);
vec3 axis = vec3(0.4, -0.5, -0.5);
axis /= length(axis);
RingIntersection int0 = GetBladeRingColor(tick / time_factor * 0.9 + 10.0, radius, axis);
axis = vec3(-0.6, -0.3, -0.2);
axis /= length(axis);
RingIntersection int1 = GetBladeRingColor(tick / time_factor, radius, axis);
if((int0.depth < 0.0 && noup == 2.0) || (int0.depth > 0.0 && noup == 1.0))
{
int0.color *= 0.0;
}
if((int1.depth < 0.0 && noup == 2.0) || (int1.depth > 0.0 && noup == 1.0))
{
int1.color *= 0.0;
}
int0.color.rgb *= max(0.0, min(1.0, (0.5 - int0.depth) * 2.0 - 0.5)) * 1.0;
int1.color.rgb *= max(0.0, min(1.0, (0.5 - int1.depth) * 2.0 - 0.5)) * 1.0;
vec4 resultColor;
if(int0.depth < int1.depth)
{
resultColor = Uberblend(int1.color, int0.color);
}
else
{
resultColor = Uberblend(int0.color, int1.color);
// resultColor.rgb = (1.0 - int0.color.a) * (int1.color.rgb) + int0.color.a * (int1.color.rgb * int1.color.a + int0.color.rgb * (1.0 - int1.color.a));
//resultColor.a = int0.color.a + int1.color.a;
}
resultColor.a = min(1.0, resultColor.a);
resultColor.a *= gl_Color.a;
gl_FragColor = resultColor;
}
\ No newline at end of file
-- 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 = "spinningwinds",
vert = nil,
args = {
tex = { texture = 0 },
time_factor = time_factor or 4000,
ellipsoidalFactor = ellipsoidalFactor or {1,1}, --1 is perfect circle, >1 is ellipsoidal
noup = noup or 0,
verticalIntensityAdjust = verticalIntensityAdjust or 0,
},
clone = false,
}
......@@ -250,15 +250,24 @@ newTalent{
getAffinity = function(self, t) return self:combatTalentLimit(t, 100, 10, 50) end, -- Limit < 100%
activate = function(self, t)
game:playSoundNear(self, "talents/spell_generic")
return {
local ret = {
dam = self:addTemporaryValue("inc_damage", {[DamageType.DARKNESS] = t.getDarknessDamageIncrease(self, t), [DamageType.COLD] = t.getDarknessDamageIncrease(self, t)}),
resist = self:addTemporaryValue("resists_pen", {[DamageType.DARKNESS] = t.getResistPenalty(self, t)}),
affinity = self:addTemporaryValue("damage_affinity", {[DamageType.DARKNESS] = t.getAffinity(self, t)}),
particle = self:addParticles(Particles.new("ultrashield", 1, {rm=0, rM=0, gm=0, gM=0, bm=10, bM=100, am=70, aM=180, radius=0.4, density=60, life=14, instop=20})),
}
local particle
if core.shader.active(4) then
ret.particle1 = self:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="spinningwinds_black"}, {type="spinningwinds", ellipsoidalFactor={1,1}, time_factor=6000, noup=2.0, verticalIntensityAdjust=-3.0}))
ret.particle1.toback = true
ret.particle2 = self:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="spinningwinds_black"}, {type="spinningwinds", ellipsoidalFactor={1,1}, time_factor=6000, noup=1.0, verticalIntensityAdjust=-3.0}))
else
ret.particle1 = self:addParticles(Particles.new("ultrashield", 1, {rm=0, rM=0, gm=0, gM=0, bm=10, bM=100, am=70, aM=180, radius=0.4, density=60, life=14, instop=20}))
end
return ret
end,
deactivate = function(self, t, p)
self:removeParticles(p.particle)
if p.particle1 then self:removeParticles(p.particle1) end
if p.particle2 then self:removeParticles(p.particle2) end
self:removeTemporaryValue("inc_damage", p.dam)
self:removeTemporaryValue("resists_pen", p.resist)
self:removeTemporaryValue("damage_affinity", p.affinity)
......
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