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

View File

@@ -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);
}
}