Singularity Fixes, Part 3 (#4105)

* Hopefully make singularity shader warping resolution-invariant

This may or may not fix intensity issues

* Fix singularity 'zero velocity' check

It got stuck in a corner. Twice. I really thought I'd fixed that.

* Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle

* Changes to some machine prototypes to reduce duplication of collision changes (#1)

* Changes to some machine prototypes to reduce duplication of collision changes

* BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
This commit is contained in:
20kdc
2021-06-03 08:55:50 +01:00
committed by GitHub
parent 74eb2bd283
commit 6a78c401bf
9 changed files with 28 additions and 59 deletions

View File

@@ -2,13 +2,14 @@
uniform sampler2D SCREEN_TEXTURE;
uniform highp vec2 positionInput;
uniform highp vec2 renderScale;
uniform highp float falloff;
uniform highp float intensity;
void fragment() {
highp float distanceToCenter = length(FRAGCOORD.xy-positionInput);
highp float distanceToCenter = length((FRAGCOORD.xy - positionInput) / renderScale);
highp vec2 finalCoords = FRAGCOORD.xy - positionInput;
highp float deformation = (pow(intensity, 2.0)*500.0) / pow(distanceToCenter, pow(falloff, 0.5));