Шейдер ударной волны для взрывов (#633)
* Adds shock wave shader (#2631) Co-authored-by: DOOM <N/A> Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> * add explosive shockwave * add shockwave to fireball * wd edit * cleanup * remove exgreande beeping sound --------- Co-authored-by: Vero <73014819+vero5123@users.noreply.github.com> Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
@@ -1,7 +1,6 @@
|
||||
using Content.Client._White.Chat;
|
||||
using Content.Client._White.JoinQueue;
|
||||
using Content.Client._White.Jukebox;
|
||||
using Content.Client._White.Overlays;
|
||||
using Content.Client._White.Reputation;
|
||||
using Content.Client._White.Sponsors;
|
||||
using Content.Client._White.Stalin;
|
||||
@@ -10,7 +9,6 @@ using Content.Client.Administration.Managers;
|
||||
using Content.Client.Changelog;
|
||||
using Content.Client.Chat.Managers;
|
||||
using Content.Client.Eui;
|
||||
using Content.Client.Flash;
|
||||
using Content.Client.Fullscreen;
|
||||
using Content.Client.GhostKick;
|
||||
using Content.Client.Guidebook;
|
||||
@@ -26,6 +24,7 @@ using Content.Client.Radiation.Overlays;
|
||||
using Content.Client.Replay;
|
||||
using Content.Client.Screenshot;
|
||||
using Content.Client.Singularity;
|
||||
using Content.Client._White.Explosion;
|
||||
using Content.Client.Stylesheets;
|
||||
using Content.Client.Viewport;
|
||||
using Content.Client.Voting;
|
||||
@@ -179,6 +178,7 @@ namespace Content.Client.Entry
|
||||
_parallaxManager.LoadDefaultParallax();
|
||||
|
||||
_overlayManager.AddOverlay(new SingularityOverlay());
|
||||
_overlayManager.AddOverlay(new ExplosionShockWaveOverlay());
|
||||
_overlayManager.AddOverlay(new RadiationPulseOverlay());
|
||||
// _overlayManager.AddOverlay(new GrainOverlay());
|
||||
// _overlayManager.AddOverlay(new AtmOverlay());
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.Enums;
|
||||
using Robust.Shared.Prototypes;
|
||||
using System.Numerics;
|
||||
using Content.Shared._White.Explosion;
|
||||
|
||||
namespace Content.Client._White.Explosion;
|
||||
|
||||
public sealed class ExplosionShockWaveOverlay : Overlay, IEntityEventSubscriber
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entMan = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
|
||||
private SharedTransformSystem? _xformSystem;
|
||||
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
||||
public override bool RequestScreenTexture => true;
|
||||
|
||||
private readonly ShaderInstance _shader;
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of distortions that can be shown on screen at a time.
|
||||
/// </summary>
|
||||
public const int MaxCount = 30;
|
||||
|
||||
public ExplosionShockWaveOverlay()
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
_shader = _prototypeManager.Index<ShaderPrototype>("ShockWave").Instance().Duplicate();
|
||||
}
|
||||
|
||||
private readonly Vector2[] _positions = new Vector2[MaxCount];
|
||||
private readonly float[] _falloffPower = new float[MaxCount];
|
||||
private readonly float[] _sharpness = new float[MaxCount];
|
||||
private readonly float[] _width = new float[MaxCount];
|
||||
private int _count;
|
||||
protected override bool BeforeDraw(in OverlayDrawArgs args)
|
||||
{
|
||||
if (args.Viewport.Eye == null || _xformSystem is null && !_entMan.TrySystem(out _xformSystem))
|
||||
return false;
|
||||
|
||||
var query = _entMan.EntityQueryEnumerator<ExplosionShockWaveComponent, TransformComponent>();
|
||||
|
||||
_count = 0;
|
||||
|
||||
while (query.MoveNext(out var uid, out var distortion, out var xform))
|
||||
{
|
||||
if (xform.MapID != args.MapId)
|
||||
continue;
|
||||
|
||||
var mapPos = _xformSystem.GetWorldPosition(uid);
|
||||
|
||||
var tempCoords = args.Viewport.WorldToLocal(mapPos);
|
||||
|
||||
// normalized coords, 0 - 1 plane. This is pure hell, we subtract 1 because fragment calculates from the bottom and local goes from the top of the viewport
|
||||
tempCoords.Y = 1 - (tempCoords.Y / args.Viewport.Size.Y);
|
||||
tempCoords.X /= args.Viewport.Size.X;
|
||||
|
||||
_positions[_count] = tempCoords;
|
||||
_falloffPower[_count] = distortion.FalloffPower;
|
||||
_sharpness[_count] = distortion.Sharpness;
|
||||
_width[_count] = distortion.Width;
|
||||
_count++;
|
||||
|
||||
if (_count == MaxCount)
|
||||
break;
|
||||
}
|
||||
|
||||
return _count > 0;
|
||||
}
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
{
|
||||
if (ScreenTexture == null || args.Viewport.Eye == null)
|
||||
return;
|
||||
|
||||
_shader?.SetParameter("renderScale", args.Viewport.RenderScale * args.Viewport.Eye.Scale);
|
||||
_shader?.SetParameter("count", _count);
|
||||
_shader?.SetParameter("position", _positions);
|
||||
_shader?.SetParameter("falloffPower", _falloffPower);
|
||||
_shader?.SetParameter("sharpness", _sharpness);
|
||||
_shader?.SetParameter("width", _width);
|
||||
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
|
||||
|
||||
var worldHandle = args.WorldHandle;
|
||||
worldHandle.UseShader(_shader);
|
||||
worldHandle.DrawRect(args.WorldAABB, Color.White);
|
||||
worldHandle.UseShader(null);
|
||||
}
|
||||
}
|
||||
@@ -1,14 +1,14 @@
|
||||
using System.Numerics;
|
||||
using Content.Server.Explosion.Components;
|
||||
using Content.Server.Weapons.Ranged.Systems;
|
||||
using Content.Shared.Explosion.Components;
|
||||
using Content.Shared.Flash.Components;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Throwing;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.Random;
|
||||
using Content.Server.Weapons.Ranged.Systems;
|
||||
using System.Numerics;
|
||||
using Content.Shared.Explosion.Components;
|
||||
using Robust.Server.Containers;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.Explosion.EntitySystems;
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||||
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||||
@@ -114,6 +114,7 @@ public sealed class ClusterGrenadeSystem : EntitySystem
|
||||
RaiseLocalEvent(uid, ref ev);
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||||
}
|
||||
}
|
||||
|
||||
// delete the empty shell of the clusterbomb
|
||||
Del(uid);
|
||||
}
|
||||
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||||
@@ -7,6 +7,7 @@ using Content.Server.Explosion.Components;
|
||||
using Content.Server.NodeContainer.EntitySystems;
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||||
using Content.Server.NPC.Pathfinding;
|
||||
using Content.Server.Station.Systems;
|
||||
using Content.Shared._White.Explosion;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.Armor;
|
||||
using Content.Shared.Camera;
|
||||
@@ -176,6 +177,11 @@ public sealed partial class ExplosionSystem
|
||||
totalIntensity ??= RadiusToIntensity((float) radius, explosive.IntensitySlope, explosive.MaxIntensity);
|
||||
totalIntensity ??= explosive.TotalIntensity;
|
||||
|
||||
// WD edit start
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||||
var ev = new ExplosiveTriggeredEvent();
|
||||
RaiseLocalEvent(uid, ref ev);
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||||
// WD edit end
|
||||
|
||||
QueueExplosion(uid,
|
||||
explosive.ExplosionType,
|
||||
(float) totalIntensity,
|
||||
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||||
@@ -69,16 +69,18 @@ public sealed class ProjectileSystem : SharedProjectileSystem
|
||||
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage * DamageModifier, component.IgnoreResistances, origin: component.Shooter);
|
||||
var deleted = Deleted(target);
|
||||
|
||||
if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
|
||||
if (modifiedDamage is not null && (EntityManager.EntityExists(component.Shooter) || EntityManager.EntityExists(component.Weapon)))
|
||||
{
|
||||
if (modifiedDamage.Any() && !deleted)
|
||||
{
|
||||
_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
|
||||
}
|
||||
|
||||
var shooterOrWeapon = EntityManager.EntityExists(component.Shooter) ? component.Shooter!.Value : component.Weapon!.Value;
|
||||
|
||||
_adminLogger.Add(LogType.BulletHit,
|
||||
HasComp<ActorComponent>(target) ? LogImpact.Extreme : LogImpact.High,
|
||||
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
|
||||
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(shooterOrWeapon):source} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
|
||||
}
|
||||
|
||||
if (!deleted)
|
||||
|
||||
@@ -203,9 +203,9 @@ public abstract partial class SharedProjectileSystem : EntitySystem
|
||||
}
|
||||
}
|
||||
|
||||
public void SetShooter(EntityUid id, ProjectileComponent component, EntityUid shooterId)
|
||||
public void SetShooter(EntityUid id, ProjectileComponent component, EntityUid? shooterId = null)
|
||||
{
|
||||
if (component.Shooter == shooterId)
|
||||
if (component.Shooter == shooterId || shooterId == null)
|
||||
return;
|
||||
|
||||
component.Shooter = shooterId;
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||||
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||||
@@ -423,7 +423,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
Physics.SetLinearVelocity(uid, finalLinear, body: physics);
|
||||
|
||||
var projectile = EnsureComp<ProjectileComponent>(uid);
|
||||
Projectiles.SetShooter(uid, projectile, user ?? gunUid);
|
||||
Projectiles.SetShooter(uid, projectile, user);
|
||||
projectile.Weapon = gunUid;
|
||||
|
||||
TransformSystem.SetWorldRotation(uid, direction.ToWorldAngle());
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared._White.Explosion;
|
||||
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(SharedExplosionSystem))]
|
||||
public sealed partial class ExplosionEffectComponent : Component
|
||||
{
|
||||
[DataField, AutoNetworkedField]
|
||||
public EntProtoId Explosion = "ExplosionEffectGrenade";
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public EntProtoId ShockWave = "ExplosionEffectGrenadeShockWave";
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public List<EntProtoId> ShrapnelEffects = new() { "ExplosionEffectShrapnel1", "ExplosionEffectShrapnel2" };
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public int MinShrapnel = 5;
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public int MaxShrapnel = 9;
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public float ShrapnelSpeed = 5;
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
namespace Content.Shared._White.Explosion;
|
||||
|
||||
[ByRefEvent]
|
||||
public readonly record struct ExplosiveTriggeredEvent;
|
||||
@@ -0,0 +1,28 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared._White.Explosion
|
||||
{
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
[AutoGenerateComponentState]
|
||||
[Access(typeof(SharedExplosionSystem))]
|
||||
public sealed partial class ExplosionShockWaveComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The rate at which the wave fades, lower values means it's active for longer.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public float FalloffPower = 40f;
|
||||
|
||||
/// <summary>
|
||||
/// How sharp the wave distortion is. Higher values make the wave more pronounced.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Sharpness = 10.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Width of the wave.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Width = 0.8f;
|
||||
}
|
||||
}
|
||||
36
Content.Shared/_White/Explosion/SharedCMExplosionSystem.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using Content.Shared.Throwing;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Shared._White.Explosion;
|
||||
|
||||
public sealed class SharedExplosionSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly ThrowingSystem _throwing = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<ExplosionEffectComponent, ExplosiveTriggeredEvent>(OnExplosionEffectTriggered);
|
||||
}
|
||||
|
||||
private void OnExplosionEffectTriggered(EntityUid uid, ExplosionEffectComponent component, ref ExplosiveTriggeredEvent args)
|
||||
{
|
||||
SpawnNextToOrDrop(component.ShockWave, uid);
|
||||
SpawnNextToOrDrop(component.Explosion, uid);
|
||||
|
||||
if (component.MaxShrapnel <= 0)
|
||||
return;
|
||||
|
||||
foreach (var effect in component.ShrapnelEffects)
|
||||
{
|
||||
var shrapnelCount = _random.Next(component.MinShrapnel, component.MaxShrapnel);
|
||||
for (var i = 0; i < shrapnelCount; i++)
|
||||
{
|
||||
var angle = _random.NextAngle();
|
||||
var direction = angle.ToVec().Normalized() * 10;
|
||||
var shrapnel = SpawnNextToOrDrop(effect, uid);
|
||||
_throwing.TryThrow(shrapnel, direction, component.ShrapnelSpeed / 10);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -29,6 +29,8 @@
|
||||
ignited: true
|
||||
- type: IgniteOnCollide
|
||||
fireStacks: 0.35
|
||||
- type: ExplosionEffect # WD
|
||||
maxShrapnel: 0
|
||||
|
||||
- type: entity
|
||||
id: ProjectileAnomalyFireball
|
||||
|
||||
@@ -743,6 +743,8 @@
|
||||
totalIntensity: 150 # a ~2 tile radius
|
||||
intensitySlope: 5
|
||||
maxIntensity: 10
|
||||
- type: ExplosionEffect # WD
|
||||
maxShrapnel: 0
|
||||
|
||||
- type: entity
|
||||
id: BulletGrenadeFlash
|
||||
@@ -781,6 +783,8 @@
|
||||
totalIntensity: 175 # about a ~6 tile radius
|
||||
intensitySlope: 1
|
||||
maxIntensity: 10
|
||||
- type: ExplosionEffect # WD
|
||||
maxShrapnel: 0
|
||||
|
||||
- type: entity
|
||||
id: BulletGrenadeEMP
|
||||
|
||||
@@ -36,10 +36,18 @@
|
||||
Primed: { state: primed }
|
||||
Unprimed: { state: icon }
|
||||
|
||||
- type: entity # WD
|
||||
abstract: true
|
||||
parent: GrenadeBase
|
||||
id: GrenadeBaseExplosionEffect
|
||||
components:
|
||||
- type: ExplosionEffect
|
||||
maxShrapnel: 0
|
||||
|
||||
- type: entity
|
||||
name: explosive grenade
|
||||
description: Grenade that creates a small but devastating explosion.
|
||||
parent: GrenadeBase
|
||||
parent: GrenadeBaseExplosionEffect # WD
|
||||
id: ExGrenade
|
||||
components:
|
||||
- type: ExplodeOnTrigger
|
||||
@@ -49,13 +57,8 @@
|
||||
intensitySlope: 3
|
||||
totalIntensity: 120 # about a ~4 tile radius
|
||||
canCreateVacuum: false
|
||||
- type: OnUseTimerTrigger
|
||||
beepSound:
|
||||
path: "/Audio/Effects/beep1.ogg"
|
||||
params:
|
||||
volume: 5
|
||||
initialBeepDelay: 0
|
||||
beepInterval: 2 # 2 beeps total (at 0 and 2)
|
||||
- type: ExplosionEffect
|
||||
maxShrapnel: 12
|
||||
|
||||
- type: entity
|
||||
name: flashbang
|
||||
@@ -102,7 +105,7 @@
|
||||
- type: entity
|
||||
name: syndicate minibomb
|
||||
description: A syndicate-manufactured explosive used to stow destruction and cause chaos.
|
||||
parent: GrenadeBase
|
||||
parent: GrenadeBaseExplosionEffect # WD
|
||||
id: SyndieMiniBomb
|
||||
components:
|
||||
- type: Sprite
|
||||
@@ -235,7 +238,7 @@
|
||||
- type: entity
|
||||
name: the nuclear option
|
||||
description: Please don't throw it, think of the children.
|
||||
parent: GrenadeBase
|
||||
parent: GrenadeBaseExplosionEffect # WD
|
||||
id: NuclearGrenade
|
||||
components:
|
||||
- type: Sprite
|
||||
@@ -326,7 +329,7 @@
|
||||
- type: entity
|
||||
name: holy hand grenade
|
||||
description: O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy.
|
||||
parent: GrenadeBase
|
||||
parent: GrenadeBaseExplosionEffect # WD
|
||||
id: HolyHandGrenade
|
||||
components:
|
||||
- type: Sprite
|
||||
|
||||
@@ -35,6 +35,8 @@
|
||||
explosionType: FireBomb # WD EDIT
|
||||
totalIntensity: 120 # ~ 5 tile radius
|
||||
canCreateVacuum: false
|
||||
- type: ExplosionEffect # WD
|
||||
maxShrapnel: 0
|
||||
|
||||
- type: entity
|
||||
id: WeldingFuelTankFull
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
- type: entity
|
||||
id: ExplosionEffectGrenade
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: White/Effects/grenade_explosion.rsi
|
||||
state: grenade
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.5
|
||||
|
||||
- type: entity
|
||||
id: ExplosionEffectGrenadeShockWave
|
||||
components:
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.5
|
||||
- type: ExplosionShockWave
|
||||
falloffPower: 30
|
||||
sharpness: 15
|
||||
width: 1.3
|
||||
|
||||
- type: entity
|
||||
id: ExplosionEffectShrapnel1
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: CollisionWake
|
||||
- type: Physics
|
||||
bodyType: Dynamic
|
||||
fixedRotation: true
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
fix1:
|
||||
shape:
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.25,-0.25,0.25,0.25"
|
||||
density: 20
|
||||
mask:
|
||||
- ItemMask
|
||||
restitution: 0.3
|
||||
friction: 0
|
||||
- type: Sprite
|
||||
sprite: White/Objects/Weapons/shrapnel.rsi
|
||||
state: shrapnel_bright1
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.5
|
||||
# - type: DeleteOnCollide
|
||||
|
||||
- type: entity
|
||||
parent: ExplosionEffectShrapnel1
|
||||
id: ExplosionEffectShrapnel2
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: Sprite
|
||||
state: shrapnel_bright2
|
||||
|
||||
# Не работает каким-то хуем
|
||||
- type: entity
|
||||
parent: BaseBullet
|
||||
id: ProjectileShrapnel
|
||||
name: shrapnel
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: White/Objects/Weapons/Ammunition/Projectiles/shotgun_projectiles.rsi
|
||||
layers:
|
||||
- state: buckshot
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
projectile:
|
||||
shape:
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.1,-0.1,0.1,0.1"
|
||||
hard: false
|
||||
mask:
|
||||
- Impassable
|
||||
- BulletImpassable
|
||||
- LowImpassable
|
||||
fly-by:
|
||||
shape: !type:PhysShapeCircle
|
||||
radius: 1.5
|
||||
layer:
|
||||
- Impassable
|
||||
- MidImpassable
|
||||
- HighImpassable
|
||||
- LowImpassable
|
||||
hard: False
|
||||
- type: Projectile
|
||||
damage:
|
||||
types:
|
||||
Piercing: 12
|
||||
deleteOnCollide: true
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.5
|
||||
4
Resources/Prototypes/_White/Shaders/shaders.yml
Normal file
@@ -0,0 +1,4 @@
|
||||
- type: shader
|
||||
id: ShockWave
|
||||
kind: source
|
||||
path: "/Textures/White/Shaders/shock_wave.swsl"
|
||||
|
After Width: | Height: | Size: 7.7 KiB |
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"version": 1,
|
||||
"license": "CC-BY-SA-3.0",
|
||||
"copyright": "Taken from cmss13 at https://github.com/cmss13-devs/cmss13/blob/add6123ac6b3263f257e4b233ef5a8fea5d3d317/icons/effects/explosion.dmi",
|
||||
"size": {
|
||||
"x": 48,
|
||||
"y": 48
|
||||
},
|
||||
"states": [
|
||||
{
|
||||
"name": "grenade",
|
||||
"delays": [
|
||||
[
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1,
|
||||
0.1
|
||||
]
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 298 B |
|
After Width: | Height: | Size: 259 B |
|
After Width: | Height: | Size: 212 B |
|
After Width: | Height: | Size: 298 B |
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"version": 1,
|
||||
"license": "CC-BY-SA-3.0",
|
||||
"copyright": "Taken from cmss13 at https://github.com/cmss13-devs/cmss13/blob/a86a9e2e57e5c00195cab704713a4962e8bc973a/icons/obj/items/weapons/projectiles.dmi",
|
||||
"size": {
|
||||
"x": 32,
|
||||
"y": 32
|
||||
},
|
||||
"states": [
|
||||
{
|
||||
"name": "autocannon"
|
||||
},
|
||||
{
|
||||
"name": "buckshot"
|
||||
},
|
||||
{
|
||||
"name": "beanbag"
|
||||
},
|
||||
{
|
||||
"name": "flechette"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
{
|
||||
"version": 1,
|
||||
"license": "CC-BY-SA-3.0",
|
||||
"copyright": "Taken from cmss13 at https://github.com/cmss13-devs/cmss13/blob/a86a9e2e57e5c00195cab704713a4962e8bc973a/icons/obj/items/weapons/projectiles.dmi",
|
||||
"size": {
|
||||
"x": 32,
|
||||
"y": 32
|
||||
},
|
||||
"states": [
|
||||
{
|
||||
"name": "shrapnelshot"
|
||||
},
|
||||
{
|
||||
"name": "shrapnelshot_bit"
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_glass"
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_light"
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_xeno"
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_human"
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_human1"
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_human2"
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_bright1",
|
||||
"delays": [
|
||||
[
|
||||
0.1,
|
||||
0.1,
|
||||
0.1
|
||||
]
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "shrapnel_bright2",
|
||||
"delays": [
|
||||
[
|
||||
0.1,
|
||||
0.1,
|
||||
0.1
|
||||
]
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 465 B |
|
After Width: | Height: | Size: 548 B |
|
After Width: | Height: | Size: 206 B |
|
After Width: | Height: | Size: 257 B |
|
After Width: | Height: | Size: 484 B |
|
After Width: | Height: | Size: 336 B |
|
After Width: | Height: | Size: 204 B |
|
After Width: | Height: | Size: 269 B |
|
After Width: | Height: | Size: 330 B |
|
After Width: | Height: | Size: 245 B |
40
Resources/Textures/White/Shaders/shock_wave.swsl
Normal file
@@ -0,0 +1,40 @@
|
||||
uniform sampler2D SCREEN_TEXTURE;
|
||||
uniform highp vec2 renderScale;
|
||||
uniform lowp int count;
|
||||
uniform highp vec2[10] position;
|
||||
uniform highp float[10] sharpness;
|
||||
uniform highp float[10] width;
|
||||
uniform highp float[10] falloffPower;
|
||||
|
||||
void fragment() {
|
||||
highp vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
|
||||
highp float ratio = SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x * 0.6;
|
||||
|
||||
for (int i = 0; i < count; ++i) {
|
||||
highp vec2 WaveCentre = position[i];
|
||||
|
||||
highp float Dist = distance(
|
||||
vec2(coord.x, coord.y * ratio),
|
||||
vec2(WaveCentre.x, WaveCentre.y * ratio)
|
||||
);
|
||||
|
||||
// removes the first few frames of the "animation"
|
||||
Dist = max(Dist, 0.13);
|
||||
|
||||
highp float offset = (TIME - floor(TIME)) / TIME;
|
||||
highp float CurrentTime = TIME * offset;
|
||||
|
||||
if (Dist <= (CurrentTime + 0.1) && Dist >= (CurrentTime - 0.1)) {
|
||||
highp float Diff = Dist - CurrentTime;
|
||||
highp float ScaleDiff = 1.0 - pow(abs(Diff * sharpness[i]), width[i]);
|
||||
highp float DiffTime = Diff * ScaleDiff;
|
||||
highp vec2 DiffTexCoord = normalize(coord - WaveCentre);
|
||||
coord += (DiffTexCoord * DiffTime) / (CurrentTime * Dist * falloffPower[i]);
|
||||
highp vec4 Color = zTextureSpec(SCREEN_TEXTURE, coord);
|
||||
Color += (Color * ScaleDiff) / (CurrentTime * Dist * 40.0);
|
||||
COLOR = Color;
|
||||
} else {
|
||||
COLOR = zTextureSpec(SCREEN_TEXTURE, UV);
|
||||
}
|
||||
}
|
||||
}
|
||||