wooo stuff yay
BIN
games/forespend/res/defaultplayer/player.png
Normal file
|
After Width: | Height: | Size: 249 B |
18
games/forespend/res/defaultplayer/player.tdf
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
" name default player
|
||||
S description
|
||||
just a boring ass rectangle that does nothing special lmao
|
||||
\
|
||||
i spritew 16
|
||||
i spriteh 32
|
||||
f width 1.0
|
||||
f height 2.0
|
||||
f speed 1.0
|
||||
f health 1.0
|
||||
f radiores 1.0
|
||||
f exhaustres 1.0
|
||||
B singlesprite T
|
||||
B 3dprerendered F
|
||||
# 0 = 1 side 1 = 4 sides 2 = 8 sides (diagonal axes)
|
||||
# 3 = 10 sides (top and down)
|
||||
i directions 0
|
||||
# defines
|
||||
31
games/forespend/res/example.tdf
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
#comment
|
||||
|
||||
{ class
|
||||
i id 1234
|
||||
|
||||
{ object
|
||||
|
||||
{ attributes
|
||||
itemwithoutvalue
|
||||
i number 1
|
||||
h hex FF
|
||||
b bin 1010
|
||||
B booltrue T
|
||||
B boolfalse F
|
||||
f float 3.14
|
||||
" text example
|
||||
' character x
|
||||
S textblock
|
||||
line 1
|
||||
line2
|
||||
|
||||
\
|
||||
@ pointer class.id
|
||||
}
|
||||
#attributes
|
||||
|
||||
}
|
||||
#object
|
||||
|
||||
}
|
||||
#class
|
||||
BIN
games/forespend/res/fonts/dos.png
Normal file
|
After Width: | Height: | Size: 3.1 KiB |
BIN
games/forespend/res/fonts/dos.ttf
Executable file
BIN
games/forespend/res/fonts/dos2.ttf
Executable file
BIN
games/forespend/res/fonts/kipsynth.ttf
Normal file
BIN
games/forespend/res/images/coolworld.png
Normal file
|
After Width: | Height: | Size: 16 KiB |
BIN
games/forespend/res/images/gunpanel0.png
Normal file
|
After Width: | Height: | Size: 325 B |
BIN
games/forespend/res/images/gunpanel1.png
Normal file
|
After Width: | Height: | Size: 319 B |
BIN
games/forespend/res/images/gunpanel2.png
Normal file
|
After Width: | Height: | Size: 300 B |
BIN
games/forespend/res/images/gunpanel3.png
Normal file
|
After Width: | Height: | Size: 296 B |
BIN
games/forespend/res/images/gunpanel4.png
Normal file
|
After Width: | Height: | Size: 247 B |
BIN
games/forespend/res/images/gunpanelfull.png
Normal file
|
After Width: | Height: | Size: 895 B |
BIN
games/forespend/res/images/invbg.png
Normal file
|
After Width: | Height: | Size: 77 KiB |
BIN
games/forespend/res/images/menubar.png
Normal file
|
After Width: | Height: | Size: 9.3 KiB |
BIN
games/forespend/res/images/playercursor.png
Normal file
|
After Width: | Height: | Size: 154 B |
BIN
games/forespend/res/images/sky.gif
Normal file
|
After Width: | Height: | Size: 2.5 MiB |
BIN
games/forespend/res/images/sky.png
Normal file
|
After Width: | Height: | Size: 645 B |
BIN
games/forespend/res/images/tilesheet.png
Normal file
|
After Width: | Height: | Size: 72 KiB |
BIN
games/forespend/res/images/tilesheet_positions.png
Normal file
|
After Width: | Height: | Size: 81 KiB |
BIN
games/forespend/res/images/tilesheetl1.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
games/forespend/res/images/tilesheetl2.png
Normal file
|
After Width: | Height: | Size: 6 KiB |
BIN
games/forespend/res/images/tilesheetl3.png
Normal file
|
After Width: | Height: | Size: 609 B |
BIN
games/forespend/res/images/tilesheetl4.png
Normal file
|
After Width: | Height: | Size: 273 B |
BIN
games/forespend/res/images/worldmap.png
Normal file
|
After Width: | Height: | Size: 658 B |
BIN
games/forespend/res/images/worldtest.png
Normal file
|
After Width: | Height: | Size: 307 KiB |
3
games/forespend/res/models/void.obj
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
|
||||
o terrain
|
||||
s 0
|
||||
16036
games/forespend/res/models/world.obj
Normal file
7
games/forespend/res/npcs/canidmonster.tdf
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
|
||||
" type canidmonster
|
||||
{ proccol
|
||||
i r 255
|
||||
i g 0
|
||||
i b 255
|
||||
}
|
||||
83
games/forespend/res/shaders/screen.fs
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
#version 330
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
out vec4 finalColor;
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
const float BITS=8.0;
|
||||
uniform bool DITHER=false;
|
||||
uniform bool DEPTH=true;
|
||||
uniform bool BLOOM=true;
|
||||
uniform bool BLUR=false;
|
||||
uniform float redbits=4.;
|
||||
uniform float greenbits=4.;
|
||||
uniform float bluebits=3.;
|
||||
uniform int bloomquality=3;
|
||||
const mat4 ditherTable=mat4(-4.0,0.0,-3.0,1.0,2.0,-2.0,3.0,-1.0,-3.0,1.0,-4.0,0.0,3.0,-1.0,2.0,-2.0);
|
||||
vec3 depth( vec3 col){
|
||||
col.r+=0.01;
|
||||
col.g-=0.02;
|
||||
col.b+=0.01;
|
||||
float r=exp2(redbits)-1.0;
|
||||
float g=exp2(greenbits)-1.0;
|
||||
float b=exp2(bluebits)-1.0;
|
||||
col.r=mix(col.r+0.5/r,col.r*(1.0+0.5/r),0.0);
|
||||
col.g=mix(col.g+0.5/g,col.g*(1.0+0.5/g),0.0);
|
||||
col.b=mix(col.b+0.5/b,col.b*(1.0+0.5/b),0.0);
|
||||
col=min(col,1.0);
|
||||
col.r=floor(col.r*r)/r;
|
||||
col.g=floor(col.g*g)/g;
|
||||
col.b=floor(col.b*b)/b;
|
||||
col.r-=0.01;
|
||||
col.g+=0.02;
|
||||
col.b-=0.01;
|
||||
return col;
|
||||
}
|
||||
vec3 dither( vec3 col , vec2 coor){
|
||||
col+=ditherTable[int(coor.x)%4][int(coor.y)%4]*0.005;
|
||||
return col;
|
||||
}
|
||||
vec3 blur(vec3 col){
|
||||
vec3 result=vec3(0.0);
|
||||
float kernel[9]=float[](1.0,2.0,1.0,2.0,4.0,2.0,1.0,2.0,1.0);
|
||||
int index=0;
|
||||
vec2 texelSize=1.0/vec2(textureSize(texture0,0));
|
||||
for(int y=-1;y<=1;y++){
|
||||
for(int x=-1;x<=1;x++){
|
||||
vec2 offset=vec2(float(x),float(y))*texelSize;
|
||||
result+=texture(texture0,fragTexCoord+offset).rgb*(kernel[index]/2.);
|
||||
index++;
|
||||
}
|
||||
}
|
||||
return result/8.0;
|
||||
}
|
||||
vec3 bloom(vec3 col){
|
||||
vec3 result=vec3(0.0);
|
||||
vec2 texelSize=1.0/vec2(textureSize(texture0,0));
|
||||
float threshold=0.8;
|
||||
float kernel[9]=float[](1.0,2.0,1.0,2.0,4.0,2.0,1.0,2.0,1.0);
|
||||
for(int y=-bloomquality;y<=bloomquality;y++){
|
||||
for(int x=-bloomquality;x<=bloomquality;x++){
|
||||
|
||||
vec2 offset=vec2(float(x),float(y))*texelSize*2.0;
|
||||
vec3 sample=texture(texture0,fragTexCoord+offset).rgb;
|
||||
float brightness=dot(sample,vec3(0.299,0.587,0.114));
|
||||
if(brightness>threshold){
|
||||
float dist=length(vec2(x,y));
|
||||
result+=sample*exp(-dist*0.5);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return col+result*0.05;
|
||||
}
|
||||
void main(){
|
||||
vec2 coor=gl_FragCoord.xy;
|
||||
vec3 c=texture(texture0,fragTexCoord).rgb;
|
||||
if (DITHER) c=dither(c,coor);
|
||||
if (DEPTH) c=depth(c);
|
||||
if (BLUR) c=blur(c);
|
||||
if (BLOOM) c=bloom(c);
|
||||
finalColor.rgb=c;
|
||||
finalColor.a=1.0;
|
||||
}
|
||||
15
games/forespend/res/shaders/screen.vs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#version 330
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec4 vertexColor;
|
||||
uniform mat4 mvp;
|
||||
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
gl_Position = mvp * vec4(vertexPosition, 1.0);
|
||||
}
|
||||
26
games/forespend/res/shaders/tilaes.fs
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
#version 330 core
|
||||
uniform int size; // 1024 for example
|
||||
|
||||
// You’ll need a function that returns tile ID at (x, z)
|
||||
int tileAt(int x, int z) {
|
||||
// Your procedural logic here, e.g.:
|
||||
// return (x + z) % 256;
|
||||
// Replace with your actual tilegen
|
||||
return (x + z) % 256;
|
||||
}
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main() {
|
||||
ivec2 pix = ivec2(gl_FragCoord.xy) - ivec2(0, 0); // pixel coords
|
||||
|
||||
int x = pix.x;
|
||||
int zBase = pix.y * 4;
|
||||
|
||||
int t0 = tileAt(x, zBase);
|
||||
int t1 = tileAt(x, zBase + 1);
|
||||
int t2 = tileAt(x, zBase + 2);
|
||||
int t3 = tileAt(x, zBase + 3);
|
||||
|
||||
FragColor = vec4(t0, t1, t2, t3) / 255.0;
|
||||
}
|
||||
128
games/forespend/res/shaders/tile.fs
Normal file
|
|
@ -0,0 +1,128 @@
|
|||
#version 330 core
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 normal;
|
||||
in vec3 pos;
|
||||
uniform vec3 campos;
|
||||
uniform sampler2D tilemap;
|
||||
uniform sampler2D tilesheet;
|
||||
uniform vec2 size;
|
||||
uniform int cols;
|
||||
uniform vec4 fragColor;
|
||||
out vec4 FragColor;
|
||||
float dist;
|
||||
vec3 n=normalize(normal);
|
||||
bool lava=false;
|
||||
vec4 directional(vec4 c){
|
||||
float mult;
|
||||
if ((pos.y>=0.98))return c;
|
||||
float fac=pos.y/2+0.5;
|
||||
if(abs(n.y)>abs(n.x)&&abs(n.y)>abs(n.z)){
|
||||
mult=(n.y>0.0)?1.0:pos.y;
|
||||
}else if(abs(n.x)>abs(n.y)&&abs(n.x)>abs(n.z)){
|
||||
mult=(n.x>0.0)?fac+.2:fac+0.3;
|
||||
}else{
|
||||
mult=(n.z>0.0)?fac+.45:fac+0.1;
|
||||
}
|
||||
vec3 c2=c.rgb;
|
||||
return vec4(c2*mult,c.a);
|
||||
}
|
||||
|
||||
vec4 white(){
|
||||
return vec4(1.0,1.0,1.0,1.0);
|
||||
}
|
||||
|
||||
vec4 textured(){
|
||||
float minus=1./1024;
|
||||
float tile = texture(tilemap, fragTexCoord).r;
|
||||
int idx = int(tile * 255.0);
|
||||
bool terrain=idx<=250;
|
||||
if (pos.y>1.0){ //top
|
||||
if (!terrain){
|
||||
discard;
|
||||
return vec4(0.0,0.0,0.0,0.0);
|
||||
}
|
||||
|
||||
}
|
||||
else if (pos.y>0.0){ //walls
|
||||
|
||||
float previousx=texture(tilemap, vec2(fragTexCoord.x-minus,fragTexCoord.y)).r;
|
||||
float previousz=texture(tilemap, vec2(fragTexCoord.x,fragTexCoord.y-minus)).r;
|
||||
int previousxidx = int(previousx * 255.0);
|
||||
int previouszidx = int(previousz * 255.0);
|
||||
bool prevxidx=previousxidx<245;
|
||||
bool prevzidx=previouszidx<245;
|
||||
bool isterrain=1!=1;
|
||||
bool negx=abs(n.x) > abs(n.y) && abs(n.x) > abs(n.z);
|
||||
bool negz=abs(n.z) > abs(n.x) && abs(n.z) > abs(n.y);
|
||||
if (prevxidx&&negx&&!(idx<245)) { // forces outer on -x
|
||||
isterrain=prevxidx;
|
||||
idx=previousxidx;
|
||||
}else if (prevzidx&&negz&&!(idx<245)) { // forces outer on -z
|
||||
isterrain=prevzidx;
|
||||
idx=previouszidx;
|
||||
}
|
||||
if (!isterrain){
|
||||
if (
|
||||
(negx&&!prevxidx)
|
||||
|| (negz&&!prevzidx)
|
||||
|
||||
)
|
||||
isterrain=(idx<245);
|
||||
|
||||
if (!isterrain){
|
||||
discard;}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
if (pos.y<=0.0){
|
||||
|
||||
if (idx<=250&&idx>245){
|
||||
|
||||
idx+=5;
|
||||
}else{
|
||||
}
|
||||
}
|
||||
int x = idx % cols;
|
||||
int y = idx / cols;
|
||||
|
||||
float tsize = 1.0 / float(cols);
|
||||
vec2 tuv = fract(fragTexCoord * size) / float(cols);
|
||||
|
||||
return pos.y>0.0
|
||||
?directional(texture(tilesheet, vec2(float(x) * tsize, float(y) * tsize) + tuv))
|
||||
:texture(tilesheet, vec2(float(x) * tsize, float(y) * tsize) + tuv);
|
||||
}
|
||||
vec4 triplanar(){
|
||||
vec3 weight = abs(n);
|
||||
weight = weight / (weight.x + weight.y + weight.z);
|
||||
|
||||
vec4 x = texture(tilemap, pos.yz * 0.1);
|
||||
vec4 y = texture(tilemap, pos.xz * 0.1);
|
||||
vec4 z = texture(tilemap, pos.xy * 0.1);
|
||||
|
||||
vec4 triplanarColor = x * weight.x + y * weight.y + z * weight.z;
|
||||
|
||||
return directional(triplanarColor);
|
||||
}
|
||||
int rendermode=3;
|
||||
void main(){
|
||||
vec3 cpos=vec3(campos.x,0,campos.z);
|
||||
vec3 wpos=pos*4;
|
||||
float dist = length(cpos - wpos);
|
||||
if (fragColor.r==1. && fragColor.b==1.){
|
||||
FragColor=white();
|
||||
return;
|
||||
}
|
||||
if(rendermode==3){
|
||||
FragColor=textured()*fragColor*1.4;
|
||||
}else if(rendermode==2){
|
||||
FragColor=triplanar();
|
||||
}else if(rendermode==1){
|
||||
FragColor=directional(fragColor);
|
||||
}else{
|
||||
FragColor=white();
|
||||
}
|
||||
// float fogFactor = 1.0 / exp( (dist * 1) * (dist * 1));
|
||||
FragColor.a=1/exp((dist*0.0008)*(dist*0.0008));
|
||||
}
|
||||
36
games/forespend/res/shaders/tile.vs
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
#version 330 core
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec4 vertexColor;
|
||||
attribute vec3 vertexNormal;
|
||||
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragWorldPos;
|
||||
out vec3 normal;
|
||||
out vec3 pos;
|
||||
out int level;
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 modelmat;
|
||||
void main() {
|
||||
|
||||
fragTexCoord = vertexTexCoord;
|
||||
vec3 vpos=vertexPosition;
|
||||
if (vpos.y>1.0) vpos.y=0.99;
|
||||
else if (vpos.y<0.0) vpos.y=0.01;
|
||||
vpos.x*=4.0;vpos.z*=4.0;
|
||||
gl_Position = mvp * vec4(vpos, 1.0);
|
||||
normal = mat3(modelmat) * vertexNormal;
|
||||
pos = (modelmat * vec4(vertexPosition, 1.0)).xyz;
|
||||
if (pos.y>=-0.01&&pos.y<=1.01){
|
||||
vec3 n = normalize(normal);
|
||||
if(abs(n.x)>abs(n.y)&&abs(n.x)>abs(n.z))
|
||||
fragTexCoord.y=-fragTexCoord.y;
|
||||
else{
|
||||
if (n.z > 0.5)
|
||||
fragTexCoord.y -= 0.1; // Positive Z
|
||||
|
||||
fragTexCoord.y-=0.00002;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
216
games/forespend/res/shaders/toolbar.fs
Normal file
|
|
@ -0,0 +1,216 @@
|
|||
#version 330
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform float time;
|
||||
uniform float health;
|
||||
uniform float stamina;
|
||||
uniform float mana;
|
||||
uniform float energy;
|
||||
uniform float fatigue;
|
||||
uniform float radioactivity;
|
||||
uniform float xp;
|
||||
#define NUM_BUBBLES 7.0
|
||||
const float n = 5.1;
|
||||
const float s = 7.3;
|
||||
|
||||
|
||||
float random(vec2 st) {
|
||||
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
|
||||
}
|
||||
|
||||
float Hack( vec2 p, in float s)
|
||||
{
|
||||
vec3 p2 = vec3(p.xy,17.3 * abs(sin(s)));
|
||||
return fract(sin(dot(p2,vec3(17.3,61.7, 12.4)))*173713.1);
|
||||
}
|
||||
float noise(vec2 vn) {
|
||||
const vec2 d = vec2(0.0, 1.0);
|
||||
vec2 b = floor(vn), f = smoothstep(vec2(0.0), vec2(1.0), fract(vn));
|
||||
return mix(mix(random(b), random(b + d.yx), f.x), mix(random(b + d.xy), random(b + d.yy), f.x), f.y);
|
||||
}
|
||||
|
||||
|
||||
float fbm(vec2 n) {
|
||||
float total = 0.0, amplitude = 1.0;
|
||||
for (int i = 0; i <5; i++) {
|
||||
total += noise(n) * amplitude;
|
||||
n += n*1.7;
|
||||
amplitude *= 0.47;
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
float HackNoise(in vec2 p, in float s)
|
||||
{
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
f *= f * (3.0-2.0*f);
|
||||
|
||||
|
||||
return mix(mix(Hack(i + vec2(0.,0.), s), Hack(i + vec2(1.,0.), s),f.x),
|
||||
mix(Hack(i + vec2(0.,1.), s), Hack(i + vec2(1.,1.), s),f.x),
|
||||
f.y) * s;
|
||||
}
|
||||
|
||||
float Thunder(vec2 p, vec3 spec)
|
||||
{
|
||||
vec2 verticalP = vec2(p.y, p.x);
|
||||
|
||||
float v = - HackNoise(verticalP * 2.0, 0.25);
|
||||
v += HackNoise(verticalP * 1.1, 0.5) - HackNoise(verticalP * 1.1, 0.25);
|
||||
v += HackNoise(verticalP * 2.1, 0.25) - HackNoise(verticalP * 2.1, 0.125);
|
||||
v += HackNoise(verticalP * 4.1, 0.125)*spec.x*1.0 - HackNoise(verticalP * 8.1, 0.0625);
|
||||
v += HackNoise(verticalP * 8.1, 0.0625) - HackNoise(verticalP * 16.0, 0.03125)*spec.y*1.0;
|
||||
v += HackNoise(verticalP * 16.1, 0.03125);
|
||||
|
||||
return v * 1.2;
|
||||
}
|
||||
|
||||
// Generate bubbles in a 0..1 UV space for health bar
|
||||
float bubble(vec2 uv, float t){
|
||||
uv.y = 1.0 - uv.y; // optional, depending on your UV orientation
|
||||
float col = 0.0;
|
||||
|
||||
for(float i = 0.0; i < NUM_BUBBLES; i++){
|
||||
float randX = random(vec2(i, 1.24));
|
||||
float randY = random(vec2(i, 1.678));
|
||||
float speed = random(vec2(i, 3.456)) * 1.12;
|
||||
float size = mix(0.05, 0.25, random(vec2(i, 2.012)));
|
||||
|
||||
// bubble position with horizontal oscillation
|
||||
float x = randX + sin(t + randX * 8.28) * 0.1;
|
||||
float y = randY + t * speed;
|
||||
|
||||
vec2 pos = vec2(x, mod(y, 1.0)); // wrap vertical
|
||||
|
||||
float d = length(uv - pos);
|
||||
|
||||
// --- adjustable parameters ---
|
||||
float wallThickness = 0.2; // thickness of bubble border (0..1)
|
||||
float borderSoftness = 0.02; // softness of outer edge
|
||||
float centerSmoothness = 0.55; // how soft the center glow is
|
||||
|
||||
// outer edge (border)
|
||||
float edge = smoothstep(size + borderSoftness, size - wallThickness, d);
|
||||
|
||||
// center glow
|
||||
float inner = smoothstep(size*centerSmoothness, 0.0, d);
|
||||
|
||||
// subtle rim for more volume
|
||||
float rim = smoothstep(size + wallThickness*0.5, size - wallThickness*0.25, d);
|
||||
|
||||
col += edge * 0.3 + rim * 0.2 + inner * 0.4; // adjust contributions for appearance
|
||||
}
|
||||
|
||||
return clamp(col, 0.0, 1.0);
|
||||
}
|
||||
float gaussian(float x, float sigma){
|
||||
return exp(-0.5 * (x*x) / (sigma*sigma));
|
||||
}
|
||||
|
||||
float heartbeat(float t, float bpm){
|
||||
float T = 60.0 / bpm;
|
||||
float phase = mod(t, T); // 0..T
|
||||
// params
|
||||
float A1 = 1.0;
|
||||
float A2 = 0.6;
|
||||
float sigma1 = 0.04;
|
||||
float sigma2 = 0.06;
|
||||
float delta = 0.34; // seconds between lub and dub
|
||||
|
||||
float v1 = A1 * gaussian(phase, sigma1);
|
||||
float v2 = A2 * gaussian(phase - delta, sigma2);
|
||||
return v1 + v2; // 0..~1.6 depending on A
|
||||
}
|
||||
void main()
|
||||
{
|
||||
/*
|
||||
xp bar is at x62 y 40
|
||||
to x197 y45
|
||||
texture size is x240 y55
|
||||
62/240=0.18
|
||||
40/55=0.72722727
|
||||
197/240=0.82083333
|
||||
45/55=0.81818181
|
||||
*/
|
||||
|
||||
vec4 c = texture(texture0, fragTexCoord);
|
||||
if (c.a==0.){
|
||||
discard;
|
||||
}
|
||||
if (c.a<1.0 && c.b > c.r)
|
||||
{//xp
|
||||
|
||||
if (fragTexCoord.x>0.173 && fragTexCoord.x<(0.173+(0.687*xp))
|
||||
){
|
||||
float wave=sin((-time*2.0)+(fragTexCoord.x*10))*0.5+0.8;
|
||||
vec4 bg=vec4(0.0,wave,wave,1.0);
|
||||
// cool idea to animate when gain xp
|
||||
//c.b*=100.0;
|
||||
//c.g*=100.0;
|
||||
c = c.a * c + (1.0 - c.a) * bg;
|
||||
}
|
||||
}
|
||||
if (c.r>c.g && c.r>c.b)
|
||||
{//health
|
||||
if (fragTexCoord.y>0.18+(0.74*(1-health)) && fragTexCoord.y<0.92
|
||||
|
||||
)
|
||||
{
|
||||
|
||||
c.r=(c.r*1.8)-bubble(vec2(fragTexCoord.x*2,fragTexCoord.y), time)/2.;
|
||||
}
|
||||
|
||||
}else if (c.g>c.r && c.g>c.b
|
||||
&& c.r>c.b
|
||||
){//stamina
|
||||
if (fragTexCoord.y>0.18+(0.74*(1-stamina)) && fragTexCoord.y<0.92){
|
||||
float fac=heartbeat(time, 60.0*stamina)/2;
|
||||
c.g*=1.6+fac;
|
||||
c.r*=1.6+fac;
|
||||
}
|
||||
}else if (c.b>c.r && c.g>c.b && c.g>c.r)
|
||||
{//radioactivity
|
||||
if (fragTexCoord.y>0.51+(0.44*(1-radioactivity)) && fragTexCoord.y<0.94)
|
||||
{
|
||||
float fac=2*random(fragTexCoord*vec2(100.0,100.0)+time*10.0);
|
||||
c.b*=fac+0.2;
|
||||
c.g*=fac+0.2;
|
||||
}
|
||||
}else if (c.g > c.r && c.g > c.b)
|
||||
{//fatigue
|
||||
if (fragTexCoord.y>0.51+(0.44*(1-fatigue)) && fragTexCoord.y<0.94){
|
||||
float fact= sin(-time*3.0+fragTexCoord.y*20)*0.5+1.0;
|
||||
fact*=cos(-time*2.0+fragTexCoord.x*20)*0.5+1.0;
|
||||
c.g*=1.0+fact;
|
||||
}
|
||||
}else if (c.b > c.r && c.b > c.g && c.r < 0.1 && c.a>=0.8)
|
||||
{//energy
|
||||
if (fragTexCoord.y>0.18+(0.74*(1-energy)) && fragTexCoord.y<0.92){
|
||||
|
||||
float WhoMadeWho = (time * s) + 1000.0;
|
||||
vec2 uv = fragTexCoord * vec2(2.0,1.0);
|
||||
uv.y-=0.8;
|
||||
float wave=sin((-time*2.0)+(uv.x*10))*0.5+0.8;
|
||||
vec3 spec = vec3(wave/1.0);
|
||||
for( float i = 1.0; i < 2; i++ )
|
||||
{
|
||||
float t = abs(4.0 / ((uv.y + Thunder( vec2(uv.x,uv.y+0.8)*5 + WhoMadeWho / i , spec)) * (i * 100.0)));
|
||||
c.rgb += t * vec3( i * 0.1*spec.x*2., 0.2, 1.30 );
|
||||
}
|
||||
float fac=2*random(fragTexCoord*vec2(2.0,1.0)+time*10.0)*2;}
|
||||
|
||||
}else if (c.r > c.g && c.b > c.g && c.g < 0.1)
|
||||
{//mana
|
||||
if (fragTexCoord.y>0.18+(0.74*(1-mana)) && fragTexCoord.y<0.92){
|
||||
float fac=noise(fragTexCoord*vec2(50.0,30.0+time*10.0))*2;
|
||||
c.r*=1.0+fac;
|
||||
c.b*=1.0+fac;}
|
||||
}
|
||||
finalColor = c * colDiffuse * fragColor;
|
||||
}
|
||||
15
games/forespend/res/shaders/toolbar.vs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#version 330
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec4 vertexColor;
|
||||
uniform mat4 mvp;
|
||||
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
gl_Position = mvp * vec4(vertexPosition, 1.0);
|
||||
}
|
||||