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Commit c36488e5 authored by DarkGod's avatar DarkGod
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moar visuals

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......@@ -24,11 +24,13 @@ if core.shader.active(4) then
use_shader = {type="fireball"}
base_size = 64
local basedir = math.atan2(ty or 1, tx or 0)
local dir = math.deg(basedir)
local dir = 0
if proj_x and src_x then
dir = 180 + math.deg(math.atan2(proj_y-src_y, proj_x-src_x))
end
return {
system_rotation = 0 or dir, system_rotationv = 0,
system_rotation = dir, system_rotationv = 0,
generator = function()
return {
life = 1000,
......
......@@ -20,7 +20,7 @@
--------------------------------------------------------------------------------------
-- Advanced shaders
--------------------------------------------------------------------------------------
if core.shader.active(4) then
if core.shader.active(4) and false then
use_shader = {type="fireboom"}
base_size = 64
......
game/modules/tome/data/gfx/particles_images/arcanegeneric.png

12.2 KiB | W: | H:

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

4.28 KiB | W: | H:

game/modules/tome/data/gfx/particles_images/arcanegeneric.png
game/modules/tome/data/gfx/particles_images/arcanegeneric.png
game/modules/tome/data/gfx/particles_images/arcanegeneric.png
game/modules/tome/data/gfx/particles_images/arcanegeneric.png
  • 2-up
  • Swipe
  • Onion skin
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;
// 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 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, 2.5, 0.5) * (1.0 - planarPos.x) +
GetFireDelta(currTime, vec2(planarPos.x + currTime * scrollSpeed - 1.0, planarPos.y), freqMult, stretchMult, 2.5, 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));
}
vec4 GetSunAuraColor(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);
vec2 planarPos = vec2(ang, (length(pos) - radius1) / (radius2 - radius1));
float distMult = planarPos.y;
planarPos.x += distMult * sin(-currTime * 50.0 + planarPos.y * 20.0 + cos(planarPos.x * 5.0) * 2.0) * 0.1;
float adjust = 5.0 - pow(1.0 - (1.0 - cos(planarPos.x * 4.0)) / 2.0, 10.0) * 4.0
- pow(1.0 - (1.0 - cos((planarPos.x + pi / 4.0) * 4.0)) / 2.0, 10.0) * 3.5
- pow(1.0 - (1.0 - cos((planarPos.x + pi / 8.0) * 8.0)) / 2.0, 10.0) * 3.0;
planarPos.y *= adjust;
planarPos.x = planarPos.x / (2.0 * pi) + 0.5;
planarPos = 1.0 - planarPos;
//planarPos.y = pow(abs(planarPos.y), 1.0 + 2.0 * adjust);
//return GetCheckboardColor(planarPos);
float delta =
GetFireDelta(currTime, planarPos + vec2(currTime * scrollSpeed, 0.0), freqMult, stretchMult, 2.5, 0.5) * (1.0 - planarPos.x) +
GetFireDelta(currTime, vec2(planarPos.x + currTime * scrollSpeed - 1.0, planarPos.y), freqMult, stretchMult, 2.5, 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 = 0.15;
float ringOuterWidth = 0.35;
float ringInnerWidth = 0.05;
vec4 c;
if(radiusLen > ringRadius - ringInnerWidth && radiusLen < ringRadius)
{
c = GetFireRingColor(tick / time_factor + 0.0 , radius, 6.0, 15.0, 1.0, 1.0, ringRadius, ringRadius - ringInnerWidth, 0.0, 0.5);
}else
if(radiusLen < ringRadius + ringOuterWidth && radiusLen >= ringRadius)
{
c = GetSunAuraColor(tick / time_factor + 10.0 , radius, 6.0, 15.0, 0.5, 1.0, ringRadius, ringRadius + ringOuterWidth, 0.0, 0.5);
}else
{
c = vec4(0.0, 0.0, 0.0, 0.0);
}
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 = "sunaura",
vert = nil,
args = {
tex = { texture = 0 },
time_factor = time_factor or 7000,
noup = noup or 0,
ellipsoidalFactor = ellipsoidalFactor or {1,1}, --1 is perfect circle, >1 is ellipsoidal
},
clone = false,
}
......@@ -156,9 +156,12 @@ newTalent{
getLife = function(self, t) return self.max_life * self:combatTalentLimit(t, 1.5, 0.09, 0.25) end, -- Limit < 150% max life (to survive a large string of hits between turns)
activate = function(self, t)
game:playSoundNear(self, "talents/heal")
local ret = {
local ret = {}
if core.shader.active(4) then
ret.particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {toback=true, rotation=0, radius=2, img="flamesgeneric"}, {type="sunaura", time_factor=6000}))
else
particle = self:addParticles(Particles.new("golden_shield", 1))
}
end
return ret
end,
deactivate = function(self, t, p)
......
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