Singularity Shaders and a lot of Shader Stuff (#2517)
* Beginnings of singulo shader * LOTS of changes!! * Minor changes * Singulo stuff * Aesthetic changes to singulo * Combining singulo change * ShaderAura uses IEntities now, not IPlayerSession * Fixes? * Fixes draw order for atmos * using fix * Address reviews * nuget.config whaaa * nuget haha * nuget why are you so dum * happy now * Preparing for omegachange * Merge from seventh level of hell * woork * Ignorecomponents add * mmf * RobustToolbox? * Fixes * Fixes Robust? * adds sprite * Nullables * Crit overlay stuff * Commits Robust
This commit is contained in:
@@ -4,7 +4,7 @@
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name: bee plushie
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parent: BaseItem
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id: PlushieBee
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description: A cute toy that resembles an even cuter coder.
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description: A cute toy that resembles an even cuter programmer.
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components:
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- type: Toys
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- type: LoopingSound
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@@ -49,7 +49,7 @@
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name: nar'sie plushie
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parent: BaseItem
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id: PlushieNar
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description: A small stuffed doll of the elder goddess Nar'Sie. Who thought this was a good children's toy?
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description: A small stuffed doll of the elder goddess Nar'Sie.
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components:
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- type: Toys
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- type: LoopingSound
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@@ -64,7 +64,7 @@
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name: carp plushie
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parent: BaseItem
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id: PlushieCarp
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description: An adorable stuffed toy that resembles a space carp.
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description: An adorable stuffed toy that resembles the monstrous space carp.
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components:
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- type: Toys
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- type: LoopingSound
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@@ -97,7 +97,7 @@
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name: snake plushie
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parent: BaseItem
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id: PlushieSnake
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description: An adorable stuffed toy that resembles a snake. Not to be mistaken for the real thing.
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description: An adorable stuffed toy that resembles a snake.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -129,7 +129,7 @@
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name: help me carving
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parent: BaseItem
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id: CarvingHelpMe
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description: Help me...
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description: Help me!
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components:
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- type: Sprite
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sprite: Objects/Misc/carvings.rsi
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@@ -191,7 +191,7 @@
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name: very good carving
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parent: BaseItem
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id: CarvingVeryGood
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description: Very Good!
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description: Very good!
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components:
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- type: Sprite
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sprite: Objects/Misc/carvings.rsi
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@@ -211,7 +211,7 @@
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name: sorry carving
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parent: BaseItem
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id: CarvingImSorry
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description: I'm sorry...
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description: I'm sorry.
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components:
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- type: Sprite
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sprite: Objects/Misc/carvings.rsi
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@@ -233,7 +233,7 @@
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name: AI toy
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parent: BaseItem
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id: ToyAi
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description: A little toy model AI core.
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description: A scaled-down toy AI core.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -243,7 +243,7 @@
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name: nuke toy
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parent: BaseItem
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id: ToyNuke
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description: A plastic model of a Nuclear Fission Explosive. What child plays with this?
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description: A plastic model of a Nuclear Fission Explosive. No uranium included... probably.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -276,7 +276,7 @@
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name: h.o.n.k. toy
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parent: BaseItem
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id: ToyHonk
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description: Mini-Mecha action figure! Collect them all! 6/12.
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description: Mini-Mecha action figure! 'Mecha No. 6/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -286,7 +286,7 @@
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name: ian toy
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parent: BaseItem
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id: ToyIan
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description: Ian action figure.
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description: Unable to eat, but just as fluffy as the real guy!
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -302,7 +302,7 @@
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name: marauder toy
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parent: BaseItem
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id: ToyMarauder
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description: Mini-Mecha action figure! Collect them all! 7/12.
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description: Mini-Mecha action figure! 'Mecha No. 7/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -312,7 +312,7 @@
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name: mauler toy
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parent: BaseItem
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id: ToyMauler
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description: Mini-Mecha action figure! Collect them all! 9/12.
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description: Mini-Mecha action figure! 'Mecha No. 9/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -322,7 +322,7 @@
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name: gygax toy
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parent: BaseItem
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id: ToyGygax
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description: Mini-Mecha action figure! Collect them all! 4/12.
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description: Mini-Mecha action figure! 'Mecha No. 4/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -332,7 +332,7 @@
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name: odysseus toy
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parent: BaseItem
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id: ToyOdysseus
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description: Mini-Mecha action figure! Collect them all! 10/12.
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description: Mini-Mecha action figure! 'Mecha No. 10/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -352,7 +352,7 @@
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name: deathripley toy
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parent: BaseItem
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id: ToyDeathRipley
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description: Mini-Mecha action figure! Collect them all! 3/12.
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description: Mini-Mecha action figure! 'Mecha No. 3/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -362,7 +362,7 @@
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name: phazon toy
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parent: BaseItem
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id: ToyPhazon
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description: Mini-Mecha action figure! Collect them all! 11/12.
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description: Mini-Mecha action figure! 'Mecha No. 11/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -372,7 +372,7 @@
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name: fire ripley
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parent: BaseItem
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id: ToyFireRipley
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description: Mini-Mecha action figure! Collect them all! 2/12.
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description: Mini-Mecha action figure! 'Mecha No. 2/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -382,7 +382,7 @@
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name: reticence toy
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parent: BaseItem
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id: ToyReticence
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description: Mini-Mecha action figure! Collect them all! 12/12.
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description: Mini-Mecha action figure! 'Mecha No. 12/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -392,7 +392,7 @@
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name: ripley toy
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parent: BaseItem
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id: ToyRipley
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description: Mini-Mecha action figure! Collect them all! 1/12.
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description: Mini-Mecha action figure! 'Mecha No. 1/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -403,7 +403,7 @@
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name: seraph toy
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parent: BaseItem
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id: ToySeraph
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description: Mini-Mecha action figure! Collect them all! 8/12.
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description: Mini-Mecha action figure! 'Mecha No. 8/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -414,7 +414,7 @@
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name: durand toy
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parent: BaseItem
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id: ToyDurand
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description: Mini-Mecha action figure! Collect them all! 5/12.
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description: Mini-Mecha action figure! 'Mecha No. 5/12' is written on the back.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -427,7 +427,7 @@
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name: skeleton toy
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parent: BaseItem
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id: ToySkeleton
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description: Spooked yah!
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description: Spooked ya!
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -567,7 +567,7 @@
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name: football
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parent: BaseItem
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id: Football
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description: Go Sports Go!
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description: Otherwise known as a handegg.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -583,7 +583,7 @@
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name: syndie balloon
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parent: BaseItem
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id: BalloonSyn
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description: Loud and proud.
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description: Handed out to the bravest souls who survived the "atomic twister" ride at Syndieland.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -598,7 +598,7 @@
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name: corgi balloon
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parent: BaseItem
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id: BalloonCorgi
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description: Cute.
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description: Just like owning a real dog - but a lot floatier.
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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@@ -608,3 +608,22 @@
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size: 24
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sprite: Objects/Fun/toys.rsi
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HeldPrefix: corgib
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- type: entity
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name: singuloth-brand toy
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parent: BaseItem
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id: SingularityToy
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description: Mass-produced by a sadistic corporate conglomerate!
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components:
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- type: Sprite
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sprite: Objects/Fun/toys.rsi
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state: singularitytoy
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- type: Icon
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sprite: Objects/Fun/toys.rsi
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state: singularitytoy
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- type: ToySingularity
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- type: Item
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size: 12
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sprite: Objects/Fun/toys.rsi
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HeldPrefix: singularitytoy
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@@ -7,8 +7,23 @@
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id: GradientCircleMask
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kind: source
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path: "/Textures/Shaders/gradient_circle_mask.swsl"
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- type: shader
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id: ColoredScreenBorder
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kind: source
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path: "/Textures/Shaders/colored_screen_border.swsl"
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- type: shader
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id: FlashedEffect
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kind: source
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path: "/Textures/Shaders/flashed_effect.swsl"
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- type: shader
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id: Singularity
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kind: source
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path: "/Textures/Shaders/singularity.swsl"
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- type: shader
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id: Texture
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kind: source
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path: "/Textures/Shaders/texture.swsl"
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@@ -261,6 +261,22 @@
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0.1
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]
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]
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},
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{
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"name": "singularitytoy",
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"directions": 1,
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"delays": [
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[
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1,
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0.1
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]
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]
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}
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]
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}
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}
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BIN
Resources/Textures/Objects/Fun/toys.rsi/singularitytoy.png
Normal file
BIN
Resources/Textures/Objects/Fun/toys.rsi/singularitytoy.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 11 KiB |
21
Resources/Textures/Shaders/colored_screen_border.swsl
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21
Resources/Textures/Shaders/colored_screen_border.swsl
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@@ -0,0 +1,21 @@
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//Creates a border on the edges of the screen of the specified color and of the specified size (no uniforms yet cause I'm lazy)
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const highp vec4 borderColor = vec4(230.0, 0.0, 0.0, 1.0);
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const highp float borderSize = 30; //Pixel size of border
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void fragment() {
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highp vec2 pixelSize = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
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highp float smallestLength = FRAGCOORD.x;
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if(smallestLength > FRAGCOORD.y){
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smallestLength = FRAGCOORD.y;
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}
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if(smallestLength > pixelSize.x-FRAGCOORD.x){
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smallestLength = pixelSize.x-FRAGCOORD.x;
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}
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if(smallestLength > pixelSize.y-FRAGCOORD.y){
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smallestLength = pixelSize.y-FRAGCOORD.y;
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}
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if(smallestLength <= borderSize){
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COLOR = vec4(borderColor.r, borderColor.g, borderColor.b, abs((1.0-(smallestLength/borderSize))*(abs(sin(TIME))*0.8+0.2)));
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}
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}
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@@ -1,25 +1,25 @@
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//This shader defines two circles - everything inside the inner circle will be darkened, while everything outside the outer circle
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//will be full black. Between the inner and outer circle it LERPs from the inner darkness to full black.
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light_mode unshaded;
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const highp float percentagedistanceshow = 0.05;
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const highp float gradientfalloffwidth = 3.0;
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highp vec4 circle(in highp vec2 uv, in highp vec2 pos, highp float rad, in highp vec3 color) {
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highp float d = length(pos - uv) - rad;
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highp float t = clamp(d, 0.0, 1.0);
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return vec4(color, t);
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}
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const highp float darknessAlphaInner = 0.6;
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const highp float innerCircleRadius = 40; //Note: this is in pixels
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const highp float outerCircleRadius = 80;
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void fragment() {
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highp vec2 uv = FRAGCOORD.xy;
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highp vec2 res_xy = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
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highp vec2 center = res_xy*0.5;
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highp float radius = percentagedistanceshow * res_xy.y;
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highp vec4 grad = vec4(0.8 - length( uv - center )/res_xy.y * gradientfalloffwidth);
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highp vec4 layer1 = vec4(vec3(255.0),0.0);
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highp vec4 layer2 = circle(uv, center, radius, grad.rgb);
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COLOR = mix(layer1, layer2, layer2.a);
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highp vec2 pixelSize = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
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highp vec2 pixelCenter = pixelSize*0.5;
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highp float distance = length(FRAGCOORD.xy - pixelCenter);
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if(distance > outerCircleRadius){
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COLOR = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else if(distance < innerCircleRadius){
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COLOR = vec4(0.0, 0.0, 0.0, darknessAlphaInner);
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}
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else{
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highp float intensity = (distance-innerCircleRadius)/(outerCircleRadius-innerCircleRadius);
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COLOR = vec4(0.0, 0.0, 0.0, (1-intensity)*darknessAlphaInner + intensity);
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}
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}
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32
Resources/Textures/Shaders/singularity.swsl
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32
Resources/Textures/Shaders/singularity.swsl
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@@ -0,0 +1,32 @@
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//Gravitational lensing effect. Edited from https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp vec2 positionInput = vec2(0,0);
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uniform highp float falloff = 5.0;
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uniform highp float intensity = 5.0;
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void fragment() {
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float distanceToCenter = length(FRAGCOORD.xy-positionInput);
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vec2 finalCoords = FRAGCOORD.xy - positionInput;
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highp float deformation = (pow(intensity, 2)*500) / pow(distanceToCenter, pow(falloff, 0.5));
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if(deformation > 0.8) //Edit this for inward effect
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deformation = pow(deformation, 0.3);
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if(deformation > 0.001){
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finalCoords *= 1-deformation; //Change this to 1+deformation for inward effect
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finalCoords += positionInput;
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//float darkenCircleSize = 600; //Calculate optional darkening effect (darker the closer we are to the center of the singularity)
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//float alph = (distanceToCenter-30)/(darkenCircleSize-30);
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//float darkening = 0.9-(alph*0.9);
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//Darkening effect optional (Darker the closer you are to the center)
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//COLOR = mix(texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE), vec4(0.0, 0.0, 0.0, 1.0), darkening);
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COLOR = texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE);
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}
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else{
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COLOR = texture(SCREEN_TEXTURE, FRAGCOORD.xy*SCREEN_PIXEL_SIZE);
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}
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}
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23
Resources/Textures/Shaders/texture.swsl
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23
Resources/Textures/Shaders/texture.swsl
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@@ -0,0 +1,23 @@
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//Draws the given texture at the given screen coords. Useful in specific scenarios (i.e. this was made for drawing singularity sprites over the lensing effect but below FOV)
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//Currently does not work with AtlasTextures, going to need some work.
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uniform sampler2D tex;
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uniform highp vec2 positionInput = vec2(0,0);
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uniform highp vec2 pixelSize = vec2(32, 32);
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uniform highp float alphaCutoff = 0.0;
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uniform bool removeTransparency = false;
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void fragment() {
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float pixelLength = pixelSize.x*2;
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float halvedLength = pixelLength/2;
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if(FRAGCOORD.x > positionInput.x - halvedLength && FRAGCOORD.x < positionInput.x + halvedLength && FRAGCOORD.y > positionInput.y - halvedLength && FRAGCOORD.y < positionInput.y + halvedLength){
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vec2 finalCoords = (FRAGCOORD.xy-positionInput+(pixelLength/2))/pixelLength;
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vec4 color = texture(tex, finalCoords);
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if(color.a > alphaCutoff){
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if(removeTransparency)
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color.a = 1.0;
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COLOR = color;
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}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user