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tome
Tales of MajEyal
Commits
8d9821eb
Commit
8d9821eb
authored
11 years ago
by
DarkGod
Browse files
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New fullscreen effect for stuns/dazes
parent
5b3285fa
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2 changed files
game/modules/tome/class/Player.lua
+6
-0
6 additions, 0 deletions
game/modules/tome/class/Player.lua
game/modules/tome/data/gfx/shaders/main_fbo.frag
+120
-1
120 additions, 1 deletion
game/modules/tome/data/gfx/shaders/main_fbo.frag
with
126 additions
and
1 deletion
game/modules/tome/class/Player.lua
+
6
−
0
View file @
8d9821eb
...
...
@@ -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
...
...
This diff is collapsed.
Click to expand it.
game/modules/tome/data/gfx/shaders/main_fbo.frag
+
120
−
1
View file @
8d9821eb
...
...
@@ -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
;
...
...
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