mirror of
https://github.com/Card-Forge/forge.git
synced 2025-11-12 16:58:57 +00:00
@@ -6,10 +6,11 @@ varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform float u_grayness;
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uniform float u_bias;
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void main() {
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vec4 c = v_color * texture2D(u_texture, v_texCoords);
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float grey = dot( c.rgb, vec3(0.22, 0.707, 0.071) );
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vec3 blendedColor = mix(c.rgb, vec3(grey), u_grayness);
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gl_FragColor = vec4(blendedColor.rgb, c.a);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), vec4(blendedColor.rgb, c.a), u_bias);
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}
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@@ -6,10 +6,11 @@ varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform float u_grayness;
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uniform float u_bias;
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void main() {
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vec4 c = v_color * texture2D(u_texture, v_texCoords);
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float grey = dot( c.rgb, vec3(0.22, 0.707, 0.071) );
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vec3 blendedColor = mix(c.rgb, vec3(grey), u_grayness);
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gl_FragColor = vec4(blendedColor.rgb, c.a);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), vec4(blendedColor.rgb, c.a), u_bias);
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}
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@@ -6,10 +6,11 @@ varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform float u_grayness;
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uniform float u_bias;
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void main() {
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vec4 c = v_color * texture2D(u_texture, v_texCoords);
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float grey = dot( c.rgb, vec3(0.22, 0.707, 0.071) );
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vec3 blendedColor = mix(c.rgb, vec3(grey), u_grayness);
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gl_FragColor = vec4(blendedColor.rgb, c.a);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), vec4(blendedColor.rgb, c.a), u_bias);
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}
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@@ -693,6 +693,7 @@ public class Graphics {
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", 1f);
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shaderGrayscale.setUniformf("u_bias", 1f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -714,6 +715,7 @@ public class Graphics {
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", 1f);
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shaderGrayscale.setUniformf("u_bias", 0.8f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -733,6 +735,7 @@ public class Graphics {
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", 1f);
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shaderGrayscale.setUniformf("u_bias", 0.8f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -753,6 +756,7 @@ public class Graphics {
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", 1f);
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shaderGrayscale.setUniformf("u_bias", 0.8f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -764,12 +768,13 @@ public class Graphics {
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}
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}
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}
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public void drawGrayTransitionImage(FImage image, float x, float y, float w, float h, boolean withDarkOverlay, float percentage) {
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public void drawGrayTransitionImage(FImage image, float x, float y, float w, float h, float percentage) {
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if (image == null)
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return;
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", percentage);
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shaderGrayscale.setUniformf("u_bias", 0.5f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -778,17 +783,12 @@ public class Graphics {
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batch.end();
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batch.setShader(null);
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batch.begin();
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if(withDarkOverlay){
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float oldalpha = alphaComposite;
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setAlphaComposite(0.4f);
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fillRect(Color.BLACK, x, y, w, h);
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setAlphaComposite(oldalpha);
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}
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}
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public void drawGrayTransitionImage(Texture image, float x, float y, float w, float h, boolean withDarkOverlay, float percentage) {
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", percentage);
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shaderGrayscale.setUniformf("u_bias", withDarkOverlay ? 0.4f : 1f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -797,17 +797,12 @@ public class Graphics {
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batch.end();
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batch.setShader(null);
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batch.begin();
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if(withDarkOverlay){
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float oldalpha = alphaComposite;
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setAlphaComposite(0.4f);
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fillRect(Color.BLACK, x, y, w, h);
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setAlphaComposite(oldalpha);
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}
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}
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public void drawGrayTransitionImage(TextureRegion image, float x, float y, float w, float h, boolean withDarkOverlay, float percentage) {
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", percentage);
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shaderGrayscale.setUniformf("u_bias", withDarkOverlay ? 0.4f : 1f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -816,12 +811,6 @@ public class Graphics {
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batch.end();
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batch.setShader(null);
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batch.begin();
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if(withDarkOverlay){
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float oldalpha = alphaComposite;
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setAlphaComposite(0.4f);
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fillRect(Color.BLACK, x, y, w, h);
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setAlphaComposite(oldalpha);
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}
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}
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public void drawChromatic(TextureRegion image, float x, float y, float w, float h, Float time) {
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if (image == null)
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@@ -848,10 +837,9 @@ public class Graphics {
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if (amount != null) {
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batch.end();
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shaderRipple.bind();
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shaderRipple.setUniformf("u_resolution", Forge.isLandscapeMode() ? w : h , Forge.isLandscapeMode() ? h : w);
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shaderRipple.setUniformf("u_time", amount);
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shaderRipple.setUniformf("u_yflip", flipY ? 1f : 0f);
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shaderRipple.setUniformf("u_bias", 0.7f);
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shaderRipple.setUniformf("u_bias", 0.5f);
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batch.setShader(shaderRipple);
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batch.begin();
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//draw
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@@ -50,31 +50,31 @@ public class Shaders {
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"#define PRECISION\n" +
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"#endif\n" +
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"\n" +
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"varying vec2 v_texCoords;\n" +
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"uniform sampler2D u_texture;\n" +
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"varying vec2 v_texCoords;\n" +
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"uniform float u_time;\n" +
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"uniform vec2 u_resolution;\n" +
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"uniform float u_yflip;\n" +
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"uniform float u_bias;\n" +
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"\n" +
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"void main() {\n" +
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"\tvec2 uv = v_texCoords;\n" +
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"\tvec2 center = vec2(0.0);\n" +
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"\tvec2 coord = uv;\n" +
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"\tvec2 centered_coord = (2.0 * uv) - 1.0;\n" +
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"\n" +
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" vec2 dv = vec2(0.5,0.5) - uv;\n" +
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" float dis = length(dv);\n" +
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" float sinFactor =0.02*(4.0*u_time) *sin(dis * 40.0 +u_time* -12.0);\n" +
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" float rippleOffset=0.35;\n" +
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" float discardFactor = clamp(0.2 - abs(rippleOffset - dis), 0.0, 1.0) / 0.2;\n" +
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"\tfloat shutter = 0.9;\n" +
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"\tfloat texelDistance = distance(center, centered_coord) * u_time;\n" +
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"\tfloat dist = (1.41 * 1.41 * shutter) - texelDistance;\n" +
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"\n" +
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"\tfloat ripples = 1.0 - sin((texelDistance * 32.0) - (2.0 * u_time));\n" +
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"\tcoord -= normalize(centered_coord - center) * clamp(ripples, 0.0, 1.0)*(0.050 * u_time);\n" +
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" \n" +
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" vec2 offset = normalize(dv)* sinFactor * discardFactor;\n" +
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" uv = offset + uv;\n" +
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"\t\n" +
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"\tvec4 texColor;\n" +
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"\tvec4 color;\n" +
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"\tif (u_yflip > 0)\n" +
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"\t\ttexColor = texture2D(u_texture, vec2(uv.x, 1.-uv.y));\n" +
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"\t\tcolor = texture2D(u_texture, vec2(coord.x, 1.-coord.y));\n" +
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"\telse\n" +
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"\t\ttexColor = texture2D(u_texture, uv);\n" +
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" gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texColor, u_bias);\n" +
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"\t\tcolor = texture2D(u_texture, coord);\n" +
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"\tgl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), vec4(color.rgba * dist), u_bias);\n" +
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"}";
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public static final String fragChromaticAbberation="#ifdef GL_ES\n" +
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"#define PRECISION mediump\n" +
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@@ -175,6 +175,8 @@ public class RewardScene extends UIScene {
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done(true);
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else if (type == Type.Loot && !shown) {
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shown = true;
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float delay = 0.09f;
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generated.shuffle();
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for (Actor actor : new Array.ArrayIterator<>(generated)) {
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if (!(actor instanceof RewardActor)) {
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continue;
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@@ -186,7 +188,8 @@ public class RewardScene extends UIScene {
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public void run() {
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reward.flip();
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}
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}, 0.09f);
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}, delay);
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delay += 0.15f;
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}
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}
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} else {
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@@ -617,6 +617,7 @@ public boolean toolTipIsVisible()
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batch.end();
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shaderGrayscale.bind();
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shaderGrayscale.setUniformf("u_grayness", 1f);
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shaderGrayscale.setUniformf("u_bias", 0.7f);
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batch.setShader(shaderGrayscale);
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batch.begin();
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//draw gray
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@@ -845,6 +845,8 @@ public class MatchScreen extends FScreen {
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} else if (percentage > 1) {
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percentage = 1;
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}
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if (MatchController.instance.getGameView().isMatchOver())
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percentage=1;
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if (Forge.isMobileAdventureMode) {
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if (percentage < 1)
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g.drawNightDay(currentBG, x, y, w, h, time);
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@@ -860,10 +862,10 @@ public class MatchScreen extends FScreen {
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} else {
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g.setAlphaComposite(percentage);
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if (!daynightTransition) {
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if (image instanceof FSkinTexture)//for loading bg images
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if (image instanceof FSkinTexture && !GuiBase.isAndroid()) //for loading bg images, currently android version cant load this ripple shader
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g.drawRipple(image, x, y, w, h, 1 - (percentage * 1), false);
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else
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g.drawGrayTransitionImage(image, x, y, w, h, darkoverlay, 1 - (percentage * 1));
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g.drawGrayTransitionImage(image, x, y, w, h, 1 - (percentage * 1));
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} else { //for non adventure transition.. todo generate new daynight + ripple shader for planechase images to use only single image
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g.drawUnderWaterImage(image, x, y, w, h, 1 - (percentage * 1));
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}
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@@ -945,7 +947,7 @@ public class MatchScreen extends FScreen {
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bgFullWidth = w;
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bgHeight = scaledbgHeight;
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}
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if (bgAnimation != null && !isGameFast && !MatchController.instance.getGameView().isMatchOver()) {
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if (bgAnimation != null && !isGameFast) {
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bgAnimation.drawBackground(g, matchBG, x + (w - bgFullWidth) / 2, y, bgFullWidth, bgHeight, !Forge.isMobileAdventureMode, true);
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} else {
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g.drawImage(matchBG, x + (w - bgFullWidth) / 2, y, bgFullWidth, bgHeight, !Forge.isMobileAdventureMode);
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@@ -969,7 +971,7 @@ public class MatchScreen extends FScreen {
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bgFullWidth = w;
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bgHeight = scaledbgHeight;
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}
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if (bgAnimation != null && !isGameFast && !MatchController.instance.getGameView().isMatchOver()) {
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if (bgAnimation != null && !isGameFast) {
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bgAnimation.drawBackground(g, FSkinTexture.valueOf(imageName), x + (w - bgFullWidth) / 2, y, bgFullWidth, bgHeight, true, false);
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} else {
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g.drawImage(FSkinTexture.valueOf(imageName), x + (w - bgFullWidth) / 2, y, bgFullWidth, bgHeight, true);
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