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Commit 8d9821eb authored by DarkGod's avatar DarkGod
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New fullscreen effect for stuns/dazes

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......@@ -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
......
......@@ -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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