diff --git a/game/modules/tome/class/Player.lua b/game/modules/tome/class/Player.lua index 1076d6b8dd787be498d18911b1eac68621c94eea..ad6259aaf3463bacfc33d9ae1adb96b19d126221 100644 --- a/game/modules/tome/class/Player.lua +++ b/game/modules/tome/class/Player.lua @@ -424,6 +424,12 @@ function _M:updateMainShader() if game.level and game.level.data and game.level.data.underwater then game.fbo_shader:setUniform("underwater", 1) else game.fbo_shader:setUniform("underwater", 0) -- Disable end + + -- Wobbling shader + if self:attr("stunned") and self.stunned >= 1 then game.fbo_shader:setUniform("wobbling", 1) + elseif self:attr("dazed") and self.dazed >= 1 then game.fbo_shader:setUniform("wobbling", 0.7) + else game.fbo_shader:setUniform("wobbling", 0) -- Disable + end end end diff --git a/game/modules/tome/data/gfx/shaders/main_fbo.frag b/game/modules/tome/data/gfx/shaders/main_fbo.frag index 0cf85342ab1b51e422cc96b393fe576ae40dfe1a..4eb1a25d3eccd5a1bf3e3b6092ff672df68c6e8f 100644 --- a/game/modules/tome/data/gfx/shaders/main_fbo.frag +++ b/game/modules/tome/data/gfx/shaders/main_fbo.frag @@ -2,6 +2,7 @@ uniform float hp_warning; uniform float air_warning; uniform float death_warning; uniform float solipsism_warning; +uniform float wobbling; uniform float motionblur; uniform float underwater; uniform float blur; @@ -67,11 +68,129 @@ float col(vec2 coord) return cos(col); } +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))); +} + void main(void) { gl_FragColor = texture2D(tex, gl_TexCoord[0].xy); - if (motionblur > 0.0) + /*vec2 offset = + vec4 offsetColor = texture2D(tex, gl_TexCoord[0].xy);*/ + + if (wobbling > 0.0) + { + float scaledTime = tick / 5000.0; + vec2 coord = gl_TexCoord[0].xy; + coord.x *= texSize.x / texSize.y; + vec2 offset = + snoise2(vec3(coord / 2.0, scaledTime / 0.25)) * 0.33 * 3.0 + + snoise2(vec3(coord / 2.0, scaledTime / 2.0)) * 0.0 + + snoise2(vec3(coord / 4.0, scaledTime / 4.0)) * 0.0; + + offset.x *= texSize.x / texSize.y; + + float ratio = clamp(1.5 * pow(length(vec2(0.5, 0.5) - gl_TexCoord[0].xy) / (0.7071), 2.0), 0.0, 1.0); //sqrt(2) / 2 = 0.7071 + ratio *= (1.0 + snoise2(vec3(coord / 2.0, scaledTime / 0.25 + 10.0))) * 0.5; + + gl_FragColor = + texture2D(tex, gl_TexCoord[0].xy) * (1.0 - ratio) + + texture2D(tex, gl_TexCoord[0].xy + offset * 0.01 * wobbling) * ratio; + } + else if (motionblur > 0.0) { int blursize = int(motionblur); vec2 offset = 0.8/texSize;