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:
GraniteSidewalk
2021-03-09 04:33:41 -06:00
committed by GitHub
parent edb9bff91c
commit 549d84174c
37 changed files with 562 additions and 133 deletions

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@@ -261,6 +261,22 @@
0.1
]
]
},
{
"name": "singularitytoy",
"directions": 1,
"delays": [
[
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1,
0.1
]
]
}
]
}
}

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@@ -0,0 +1,21 @@
//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)
const highp vec4 borderColor = vec4(230.0, 0.0, 0.0, 1.0);
const highp float borderSize = 30; //Pixel size of border
void fragment() {
highp vec2 pixelSize = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
highp float smallestLength = FRAGCOORD.x;
if(smallestLength > FRAGCOORD.y){
smallestLength = FRAGCOORD.y;
}
if(smallestLength > pixelSize.x-FRAGCOORD.x){
smallestLength = pixelSize.x-FRAGCOORD.x;
}
if(smallestLength > pixelSize.y-FRAGCOORD.y){
smallestLength = pixelSize.y-FRAGCOORD.y;
}
if(smallestLength <= borderSize){
COLOR = vec4(borderColor.r, borderColor.g, borderColor.b, abs((1.0-(smallestLength/borderSize))*(abs(sin(TIME))*0.8+0.2)));
}
}

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@@ -1,25 +1,25 @@
//This shader defines two circles - everything inside the inner circle will be darkened, while everything outside the outer circle
//will be full black. Between the inner and outer circle it LERPs from the inner darkness to full black.
light_mode unshaded;
const highp float percentagedistanceshow = 0.05;
const highp float gradientfalloffwidth = 3.0;
highp vec4 circle(in highp vec2 uv, in highp vec2 pos, highp float rad, in highp vec3 color) {
highp float d = length(pos - uv) - rad;
highp float t = clamp(d, 0.0, 1.0);
return vec4(color, t);
}
const highp float darknessAlphaInner = 0.6;
const highp float innerCircleRadius = 40; //Note: this is in pixels
const highp float outerCircleRadius = 80;
void fragment() {
highp vec2 uv = FRAGCOORD.xy;
highp vec2 res_xy = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
highp vec2 center = res_xy*0.5;
highp float radius = percentagedistanceshow * res_xy.y;
highp vec4 grad = vec4(0.8 - length( uv - center )/res_xy.y * gradientfalloffwidth);
highp vec4 layer1 = vec4(vec3(255.0),0.0);
highp vec4 layer2 = circle(uv, center, radius, grad.rgb);
COLOR = mix(layer1, layer2, layer2.a);
highp vec2 pixelSize = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
highp vec2 pixelCenter = pixelSize*0.5;
highp float distance = length(FRAGCOORD.xy - pixelCenter);
if(distance > outerCircleRadius){
COLOR = vec4(0.0, 0.0, 0.0, 1.0);
}
else if(distance < innerCircleRadius){
COLOR = vec4(0.0, 0.0, 0.0, darknessAlphaInner);
}
else{
highp float intensity = (distance-innerCircleRadius)/(outerCircleRadius-innerCircleRadius);
COLOR = vec4(0.0, 0.0, 0.0, (1-intensity)*darknessAlphaInner + intensity);
}
}

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@@ -0,0 +1,32 @@
//Gravitational lensing effect. Edited from https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
uniform sampler2D SCREEN_TEXTURE;
uniform highp vec2 positionInput = vec2(0,0);
uniform highp float falloff = 5.0;
uniform highp float intensity = 5.0;
void fragment() {
float distanceToCenter = length(FRAGCOORD.xy-positionInput);
vec2 finalCoords = FRAGCOORD.xy - positionInput;
highp float deformation = (pow(intensity, 2)*500) / pow(distanceToCenter, pow(falloff, 0.5));
if(deformation > 0.8) //Edit this for inward effect
deformation = pow(deformation, 0.3);
if(deformation > 0.001){
finalCoords *= 1-deformation; //Change this to 1+deformation for inward effect
finalCoords += positionInput;
//float darkenCircleSize = 600; //Calculate optional darkening effect (darker the closer we are to the center of the singularity)
//float alph = (distanceToCenter-30)/(darkenCircleSize-30);
//float darkening = 0.9-(alph*0.9);
//Darkening effect optional (Darker the closer you are to the center)
//COLOR = mix(texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE), vec4(0.0, 0.0, 0.0, 1.0), darkening);
COLOR = texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE);
}
else{
COLOR = texture(SCREEN_TEXTURE, FRAGCOORD.xy*SCREEN_PIXEL_SIZE);
}
}

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@@ -0,0 +1,23 @@
//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)
//Currently does not work with AtlasTextures, going to need some work.
uniform sampler2D tex;
uniform highp vec2 positionInput = vec2(0,0);
uniform highp vec2 pixelSize = vec2(32, 32);
uniform highp float alphaCutoff = 0.0;
uniform bool removeTransparency = false;
void fragment() {
float pixelLength = pixelSize.x*2;
float halvedLength = pixelLength/2;
if(FRAGCOORD.x > positionInput.x - halvedLength && FRAGCOORD.x < positionInput.x + halvedLength && FRAGCOORD.y > positionInput.y - halvedLength && FRAGCOORD.y < positionInput.y + halvedLength){
vec2 finalCoords = (FRAGCOORD.xy-positionInput+(pixelLength/2))/pixelLength;
vec4 color = texture(tex, finalCoords);
if(color.a > alphaCutoff){
if(removeTransparency)
color.a = 1.0;
COLOR = color;
}
}
}