mirror of
https://github.com/Card-Forge/forge.git
synced 2025-11-15 10:18:01 +00:00
update Shaders
This commit is contained in:
@@ -11,6 +11,7 @@ uniform sampler2D u_texture;
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uniform float u_amount;
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uniform float u_speed;
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uniform float u_time;
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uniform float u_bias;
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void main () {
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vec2 uv = v_texCoords;
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@@ -19,5 +20,7 @@ void main () {
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uv.x += (sin((uv.y + (u_time * 0.07 * u_speed)) * 15.0) * 0.0029 * u_amount) + (sin((uv.y + (u_time * 0.1 * u_speed)) * 15.0) * 0.002 * u_amount);
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gl_FragColor = texture2D(u_texture, uv);
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vec4 texColor = texture2D(u_texture, uv);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texColor, u_bias);
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}
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@@ -11,6 +11,7 @@ uniform sampler2D u_texture;
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uniform float u_amount;
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uniform float u_speed;
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uniform float u_time;
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uniform float u_bias;
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void main () {
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vec2 uv = v_texCoords;
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@@ -19,5 +20,7 @@ void main () {
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uv.x += (sin((uv.y + (u_time * 0.07 * u_speed)) * 15.0) * 0.0029 * u_amount) + (sin((uv.y + (u_time * 0.1 * u_speed)) * 15.0) * 0.002 * u_amount);
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gl_FragColor = texture2D(u_texture, uv);
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vec4 texColor = texture2D(u_texture, uv);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texColor, u_bias);
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}
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@@ -11,6 +11,7 @@ uniform sampler2D u_texture;
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uniform float u_amount;
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uniform float u_speed;
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uniform float u_time;
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uniform float u_bias;
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void main () {
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vec2 uv = v_texCoords;
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@@ -19,5 +20,7 @@ void main () {
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uv.x += (sin((uv.y + (u_time * 0.07 * u_speed)) * 15.0) * 0.0029 * u_amount) + (sin((uv.y + (u_time * 0.1 * u_speed)) * 15.0) * 0.002 * u_amount);
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gl_FragColor = texture2D(u_texture, uv);
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vec4 texColor = texture2D(u_texture, uv);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texColor, u_bias);
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}
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@@ -43,6 +43,7 @@ public class Graphics {
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private final ShaderProgram shaderUnderwater = new ShaderProgram(Gdx.files.internal("shaders").child("grayscale.vert"), Gdx.files.internal("shaders").child("underwater.frag"));
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private final ShaderProgram shaderNightDay = new ShaderProgram(Shaders.vertexShaderDayNight, Shaders.fragmentShaderDayNight);
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private final ShaderProgram shaderPixelate = new ShaderProgram(Shaders.vertPixelateShader, Shaders.fragPixelateShader);
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private final ShaderProgram shaderRipple = new ShaderProgram(Shaders.vertPixelateShader, Shaders.fragRipple);
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private final ShaderProgram shaderPixelateWarp = new ShaderProgram(Shaders.vertPixelateShader, Shaders.fragPixelateShaderWarp);
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private final ShaderProgram shaderChromaticAbberation = new ShaderProgram(Shaders.vertPixelateShader, Shaders.fragChromaticAbberation);
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@@ -841,14 +842,38 @@ public class Graphics {
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drawImage(image, x, y, w, h);
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}
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}
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public void drawPixelated(FImage image, float x, float y, float w, float h, Float amount) {
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public void drawRipple(FImage image, float x, float y, float w, float h, Float amount, boolean flipY) {
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if (image == null)
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return;
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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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batch.setShader(shaderRipple);
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batch.begin();
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//draw
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image.draw(this, x, y, w, h);
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//reset
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batch.end();
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batch.setShader(null);
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batch.begin();
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} else {
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drawImage(image, x, y, w, h);
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}
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}
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public void drawPixelated(FImage image, float x, float y, float w, float h, Float amount, boolean flipY) {
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if (image == null)
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return;
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if (amount != null) {
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batch.end();
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shaderPixelate.bind();
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shaderPixelate.setUniformf("u_resolution", image.getWidth(), image.getHeight());
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shaderPixelate.setUniformf("u_resolution", Forge.isLandscapeMode() ? w : h , Forge.isLandscapeMode() ? h : w);
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shaderPixelate.setUniformf("u_cellSize", amount);
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shaderPixelate.setUniformf("u_yflip", flipY ? 1f : 0f);
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shaderPixelate.setUniformf("u_bias", 0.7f);
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batch.setShader(shaderPixelate);
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batch.begin();
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//draw
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@@ -861,14 +886,16 @@ public class Graphics {
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drawImage(image, x, y, w, h);
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}
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}
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public void drawPixelated(TextureRegion image, float x, float y, float w, float h, Float amount) {
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public void drawPixelated(TextureRegion image, float x, float y, float w, float h, Float amount, boolean flipY) {
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if (image == null)
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return;
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if (amount != null) {
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batch.end();
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shaderPixelate.bind();
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shaderPixelate.setUniformf("u_resolution", image.getRegionWidth(), image.getRegionHeight());
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shaderPixelate.setUniformf("u_resolution", Forge.isLandscapeMode() ? w : h , Forge.isLandscapeMode() ? h : w);
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shaderPixelate.setUniformf("u_cellSize", amount);
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shaderPixelate.setUniformf("u_yflip", flipY ? 1 : 0);
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shaderPixelate.setUniformf("u_bias", 0.6f);
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batch.setShader(shaderPixelate);
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batch.begin();
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//draw
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@@ -951,7 +978,7 @@ public class Graphics {
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batch.setShader(null);
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batch.begin();
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}
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public void drawUnderWaterImage(FImage image, float x, float y, float w, float h, float time, boolean withDarkOverlay) {
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public void drawUnderWaterImage(FImage image, float x, float y, float w, float h, float time) {
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if (image == null)
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return;
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batch.end();
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@@ -959,6 +986,7 @@ public class Graphics {
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shaderUnderwater.setUniformf("u_amount", 10f*time);
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shaderUnderwater.setUniformf("u_speed", 0.5f*time);
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shaderUnderwater.setUniformf("u_time", time);
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shaderUnderwater.setUniformf("u_bias", 0.7f);
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batch.setShader(shaderUnderwater);
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batch.begin();
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//draw
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@@ -967,12 +995,6 @@ 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 drawNightDay(FImage image, float x, float y, float w, float h, Float time) {
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if (image == null)
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@@ -42,6 +42,40 @@ public class Shaders {
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" v_texCoords = a_texCoord0;\n" +
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" gl_Position = u_projTrans * a_position;\n" +
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"}";
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public static final String fragRipple="#ifdef GL_ES\n" +
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"#define PRECISION mediump\n" +
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"precision PRECISION float;\n" +
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"precision PRECISION int;\n" +
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"#else\n" +
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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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"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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"\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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" \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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"\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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"\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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"}";
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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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"precision PRECISION float;\n" +
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@@ -81,12 +115,18 @@ public class Shaders {
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"uniform sampler2D u_texture;\n" +
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"uniform float u_cellSize;\n" +
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"uniform vec2 u_resolution;\n" +
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"varying vec4 v_color;\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 p = floor(gl_FragCoord.xy/u_cellSize) * u_cellSize;\n" +
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"\tvec4 texColor = texture2D(u_texture, p/u_resolution.xy);\n" +
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"\tgl_FragColor = v_color * texColor;\n" +
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"\tvec2 p2 = p/u_resolution.xy;\n" +
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"\tvec4 texColor;\n" +
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"\tif (u_yflip > 0)\n" +
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"\t texColor = texture2D(u_texture, vec2(p2.x, 1.-p2.y));\n" +
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"\telse\n" +
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"\t texColor = texture2D(u_texture, p2);\n" +
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"\tgl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texColor, u_bias);\n" +
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"}";
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public static final String fragPixelateShaderWarp = "#ifdef GL_ES\n" +
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"precision mediump float;\n" +
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@@ -859,10 +859,14 @@ public class MatchScreen extends FScreen {
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}
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} else {
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g.setAlphaComposite(percentage);
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if (!daynightTransition)
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g.drawGrayTransitionImage(image, x, y, w, h, darkoverlay, 1 - (percentage * 1));
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if (!daynightTransition) {
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if (image instanceof FSkinTexture)//for loading bg images
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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.drawUnderWaterImage(image, x, y, w, h, 1 - (percentage * 1), darkoverlay);
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g.drawGrayTransitionImage(image, x, y, w, h, darkoverlay, 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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g.setAlphaComposite(oldAlpha);
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}
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}
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