Damage masks (#9402)

This commit is contained in:
metalgearsloth
2022-07-06 17:58:14 +10:00
committed by GitHub
parent 0bbdd0c1a3
commit a2a5df1990
55 changed files with 1160 additions and 930 deletions

View File

@@ -1,25 +1,36 @@
//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.
// Has 2 circles, an inner one that is unaffected and an outer one. Anything past the outer one is full red
// and in-between is a gradient.
light_mode unshaded;
const highp float darknessAlphaInner = 0.6;
const highp float innerCircleRadius = 40.0; //Note: this is in pixels
const highp float outerCircleRadius = 80.0;
uniform highp vec3 color;
uniform highp float time;
// Uniforms because it makes testing way easier. If needed make it const.
uniform highp float outerCircleRadius;
uniform highp float outerCircleMaxRadius;
uniform highp float innerCircleRadius;
uniform highp float innerCircleMaxRadius;
uniform highp float darknessAlphaOuter;
const highp float darknessAlphaInner = 0.0;
void fragment() {
highp vec2 pixelSize = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
highp vec2 pixelCenter = pixelSize*0.5;
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);
highp float innerRadius = innerCircleRadius + time * (innerCircleMaxRadius - innerCircleRadius);
highp float outerRadius = outerCircleRadius + time * (outerCircleMaxRadius - outerCircleRadius);
if(distance > outerRadius) {
COLOR = vec4(color.x, color.y, color.z, darknessAlphaOuter);
}
else if(distance < innerCircleRadius){
else if(distance < innerRadius) {
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, (1.0-intensity)*darknessAlphaInner + intensity);
else {
highp float ratio = (distance - innerRadius) / (outerRadius - innerRadius);
highp float alpha = darknessAlphaInner + (darknessAlphaOuter - darknessAlphaInner) * ratio;
COLOR = vec4(color.x, color.y, color.z, alpha);
}
}