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Commit 8447fe74 authored by DarkGod's avatar DarkGod
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Most healign spells now have a "runic heal" gfx effect

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-- 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
base_size = 64
local r = 1
local g = 1
local b = 1
local a = a or 1
local first = false
return { generator = function()
return {
trail = 0,
life = 15,
size = 2*38 * (size_factor or 1), sizev = sizev or 0, sizea = sizea or 0,
x = (x or 0) * 64, xv = 0, xa = 0,
y = (y or 0) * 64, yv = 0, ya = 0,
dir = 0, dirv = dirv, dira = 0,
vel = 0, velv = 0, vela = 0,
r = r, rv = 0, ra = 0,
g = g, gv = 0, ga = 0,
b = b, bv = 0, ba = 0,
a = a, av = -0.04, aa = 0.005,
}
end, },
function(self)
if not first then
self.ps:emit(1)
first = true
end
end,
1,
"particles_images/"..(img or "runicshield_purple")
game/modules/tome/data/gfx/particles_images/runicshield_dark.png

166 KiB

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

148 KiB

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

148 KiB

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

148 KiB

uniform sampler2D tex;
uniform float tick;
uniform float tick_start;
uniform float aadjust;
uniform vec3 color;
uniform float time_factor;
uniform float ellipsoidalFactor; //1 is perfect circle, >1 is ellipsoidal
uniform float oscillationSpeed; //oscillation between ellipsoidal and spherical form
uniform float antialiasingRadius; //1.0 is no antialiasing, 0.0 - fully smoothed(looks worse)
uniform float shieldIntensity; //physically affects shield layer thickness
uniform float horizontalScrollingSpeed;
uniform float verticalScrollingSpeed;
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));
}
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);
vec4 result;
result.rgb = color;
result.a = verticalPos;
return result;
}
void main(void)
{
vec2 radius = vec2(0.5, 0.5) - gl_TexCoord[0].xy;
//radius.x *= ellispoidalFactor; //for simple ellipsoid
//comment next line for regular spherical shield
radius.x *= (1.0 + ellipsoidalFactor) * 0.5 + (ellipsoidalFactor - 1.0) * 0.5 * pow(cos((tick - tick_start) / time_factor * oscillationSpeed), 2.0);
float radiusLen = length(radius);
float antialiasingCoef = 1.0;
float shieldRadius = 0.4;
float innerRadius = 0.35;
float outerRadius = 0.5;
float sinAlpha = radiusLen / (shieldRadius);
float alpha = 0.0;
vec4 shieldColor = vec4(0.0, 0.0, 0.0, 0.0);
if(sinAlpha < 1.0)
{
if(sinAlpha > antialiasingRadius)
{
antialiasingCoef = (1.0 - sinAlpha) / (1.0 - antialiasingRadius);
}
alpha = asin(sinAlpha);
vec2 sphericalProjectedCoord = vec2(0.5, 0.5) + radius * (alpha / (3.141592 / 2.0)) / radiusLen;
shieldColor = texture2D(tex, (sphericalProjectedCoord * 0.3 + vec2(horizontalScrollingSpeed * tick / time_factor, 0.0)));
shieldColor.a = 1.0 - exp(-shieldColor.a * shieldIntensity / cos(alpha));
//impact adjusts resulting transperency
shieldColor.a *= aadjust;
}
vec4 auraColor = vec4(0.0, 0.0, 0.0, 0.0);
if(length(radius) > innerRadius && length(radius) < outerRadius)
{
auraColor = GetFireRingColor(tick / time_factor, radius, 5.0, 50.0, 1.0, 2.0, innerRadius, outerRadius, 0.1, 0.25);
}
float ratio = (radiusLen - innerRadius) / (shieldRadius - innerRadius);
ratio = clamp(ratio, 0.0, 1.0);
vec4 resultColor = shieldColor * (1.0 - ratio) + auraColor * ratio;
resultColor.a *= gl_Color.a;
gl_FragColor = resultColor;
}
-- 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 = "runicshield",
vert = nil,
args = {
tex = { texture = 0 },
color = color or {1.0, 1.0, 1.0},
time_factor = time_factor or 2000,
aadjust = aadjust or 10,
ellipsoidalFactor = 1.8, --1 is perfect circle, >1 is ellipsoidal
oscillationSpeed = oscillationSpeed or 10.0, --oscillation between ellipsoidal and spherical form
antialiasingRadius = antialiasingRadius or 0.98, --1.0 is no antialiasing, 0.0 - fully smoothed(looks worse)
shieldIntensity = shieldIntensity or 0.2, --physically affects shield layer thickness
horizontalScrollingSpeed = 0.5,
verticalScrollingSpeed = 0.5,
},
resetargs = {
tick_start = function() return core.game.getTime() end,
},
clone = false,
}
......@@ -32,6 +32,9 @@ newTalent{
self:attr("allow_on_heal", 1)
self:heal(self:spellCrit(t.getHeal(self, t)), self)
self:attr("allow_on_heal", -1)
if core.shader.active(4) then
self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.1, sizev=1.5, sizea=0.2, img="runicshield_yellow"}, {type="runicshield", color={0xe1/255, 0xcb/255, 0x3f/255}, shieldIntensity=0.1, horizontalScrollingSpeed=-0.8}))
end
game:playSoundNear(self, "talents/heal")
return true
end,
......
......@@ -170,6 +170,10 @@ newTalent{
self:attr("allow_on_heal", 1)
self:heal(self:spellCrit(t.getHeal(self, t)), self)
self:attr("allow_on_heal", -1)
if core.shader.active(4) then
self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.1, sizev=1.5, sizea=0.2, img="runicshield_teal"}, {type="runicshield", color={0x35/255, 0x88/255, 0x8e/255}, shieldIntensity=0.15, horizontalScrollingSpeed=-0.8}))
end
local target = self
local effs = {}
......
......@@ -45,6 +45,7 @@ newTalent{
self:attr("allow_on_heal", 1)
self:heal(power)
self:attr("allow_on_heal", -1)
if core.shader.active(4) then self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.1, sizev=1.5, sizea=0.2}, {type="runicshield", color={0.34, 0.1, 0.5}})) end
game:playSoundNear(self, "talents/arcane")
return true
end,
......
......@@ -32,6 +32,9 @@ newTalent{
self:attr("allow_on_heal", 1)
self:heal(self:spellCrit(t.getHeal(self, t)), self)
self:attr("allow_on_heal", -1)
if core.shader.active(4) then
self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.1, sizev=1.5, sizea=0.2}, {type="runicshield", color={0.34, 0.1, 0.5}}))
end
game:playSoundNear(self, "talents/heal")
return true
end,
......
......@@ -248,6 +248,7 @@ newTalent{
self.alchemy_golem:attr("allow_on_heal", 1)
self.alchemy_golem:heal(t.getHeal(self, t))
self.alchemy_golem:attr("allow_on_heal", -1)
if core.shader.active(4) then self.alchemy_golem:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.1, sizev=1.5, sizea=0.2}, {type="runicshield", color={0.34, 0.1, 0.5}})) end
-- resurrect the golem
elseif not self:hasEffect(self.EFF_GOLEM_MOUNT) then
......
......@@ -135,6 +135,7 @@ newTalent{
self:attr("allow_on_heal", 1)
self:heal(maxdrain)
self:attr("allow_on_heal", -1)
if core.shader.active(4) then self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.1, sizev=1.5, sizea=0.2, img="runicshield_dark"}, {type="runicshield", color={0.34, 0.1, 0.5}})) end
game:playSoundNear(self, "talents/ice")
return true
end,
......
......@@ -96,6 +96,7 @@ newTalent{ short_name = "SKELETON_REASSEMBLE",
self:attr("allow_on_heal", 1)
self:heal(t.getHeal(self, t), self)
self:attr("allow_on_heal", -1)
if core.shader.active(4) then self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.1, sizev=1.5, sizea=0.2, img="runicshield_dark"}, {type="runicshield", color={0.34, 0.1, 0.5}})) end
game:playSoundNear(self, "talents/heal")
return true
end,
......
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