#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; }