216 lines
No EOL
6 KiB
GLSL
216 lines
No EOL
6 KiB
GLSL
#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform float time;
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uniform float health;
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uniform float stamina;
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uniform float mana;
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uniform float energy;
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uniform float fatigue;
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uniform float radioactivity;
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uniform float xp;
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#define NUM_BUBBLES 7.0
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const float n = 5.1;
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const float s = 7.3;
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float random(vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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float Hack( vec2 p, in float s)
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{
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vec3 p2 = vec3(p.xy,17.3 * abs(sin(s)));
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return fract(sin(dot(p2,vec3(17.3,61.7, 12.4)))*173713.1);
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}
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float noise(vec2 vn) {
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const vec2 d = vec2(0.0, 1.0);
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vec2 b = floor(vn), f = smoothstep(vec2(0.0), vec2(1.0), fract(vn));
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return mix(mix(random(b), random(b + d.yx), f.x), mix(random(b + d.xy), random(b + d.yy), f.x), f.y);
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}
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float fbm(vec2 n) {
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float total = 0.0, amplitude = 1.0;
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for (int i = 0; i <5; i++) {
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total += noise(n) * amplitude;
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n += n*1.7;
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amplitude *= 0.47;
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}
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return total;
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}
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float HackNoise(in vec2 p, in float s)
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{
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vec2 i = floor(p);
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vec2 f = fract(p);
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f *= f * (3.0-2.0*f);
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return mix(mix(Hack(i + vec2(0.,0.), s), Hack(i + vec2(1.,0.), s),f.x),
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mix(Hack(i + vec2(0.,1.), s), Hack(i + vec2(1.,1.), s),f.x),
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f.y) * s;
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}
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float Thunder(vec2 p, vec3 spec)
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{
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vec2 verticalP = vec2(p.y, p.x);
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float v = - HackNoise(verticalP * 2.0, 0.25);
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v += HackNoise(verticalP * 1.1, 0.5) - HackNoise(verticalP * 1.1, 0.25);
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v += HackNoise(verticalP * 2.1, 0.25) - HackNoise(verticalP * 2.1, 0.125);
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v += HackNoise(verticalP * 4.1, 0.125)*spec.x*1.0 - HackNoise(verticalP * 8.1, 0.0625);
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v += HackNoise(verticalP * 8.1, 0.0625) - HackNoise(verticalP * 16.0, 0.03125)*spec.y*1.0;
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v += HackNoise(verticalP * 16.1, 0.03125);
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return v * 1.2;
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}
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// Generate bubbles in a 0..1 UV space for health bar
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float bubble(vec2 uv, float t){
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uv.y = 1.0 - uv.y; // optional, depending on your UV orientation
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float col = 0.0;
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for(float i = 0.0; i < NUM_BUBBLES; i++){
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float randX = random(vec2(i, 1.24));
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float randY = random(vec2(i, 1.678));
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float speed = random(vec2(i, 3.456)) * 1.12;
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float size = mix(0.05, 0.25, random(vec2(i, 2.012)));
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// bubble position with horizontal oscillation
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float x = randX + sin(t + randX * 8.28) * 0.1;
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float y = randY + t * speed;
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vec2 pos = vec2(x, mod(y, 1.0)); // wrap vertical
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float d = length(uv - pos);
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// --- adjustable parameters ---
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float wallThickness = 0.2; // thickness of bubble border (0..1)
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float borderSoftness = 0.02; // softness of outer edge
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float centerSmoothness = 0.55; // how soft the center glow is
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// outer edge (border)
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float edge = smoothstep(size + borderSoftness, size - wallThickness, d);
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// center glow
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float inner = smoothstep(size*centerSmoothness, 0.0, d);
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// subtle rim for more volume
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float rim = smoothstep(size + wallThickness*0.5, size - wallThickness*0.25, d);
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col += edge * 0.3 + rim * 0.2 + inner * 0.4; // adjust contributions for appearance
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}
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return clamp(col, 0.0, 1.0);
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}
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float gaussian(float x, float sigma){
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return exp(-0.5 * (x*x) / (sigma*sigma));
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}
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float heartbeat(float t, float bpm){
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float T = 60.0 / bpm;
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float phase = mod(t, T); // 0..T
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// params
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float A1 = 1.0;
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float A2 = 0.6;
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float sigma1 = 0.04;
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float sigma2 = 0.06;
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float delta = 0.34; // seconds between lub and dub
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float v1 = A1 * gaussian(phase, sigma1);
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float v2 = A2 * gaussian(phase - delta, sigma2);
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return v1 + v2; // 0..~1.6 depending on A
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}
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void main()
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{
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/*
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xp bar is at x62 y 40
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to x197 y45
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texture size is x240 y55
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62/240=0.18
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40/55=0.72722727
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197/240=0.82083333
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45/55=0.81818181
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*/
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vec4 c = texture(texture0, fragTexCoord);
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if (c.a==0.){
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discard;
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}
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if (c.a<1.0 && c.b > c.r)
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{//xp
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if (fragTexCoord.x>0.173 && fragTexCoord.x<(0.173+(0.687*xp))
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){
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float wave=sin((-time*2.0)+(fragTexCoord.x*10))*0.5+0.8;
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vec4 bg=vec4(0.0,wave,wave,1.0);
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// cool idea to animate when gain xp
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//c.b*=100.0;
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//c.g*=100.0;
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c = c.a * c + (1.0 - c.a) * bg;
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}
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}
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if (c.r>c.g && c.r>c.b)
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{//health
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if (fragTexCoord.y>0.18+(0.74*(1-health)) && fragTexCoord.y<0.92
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)
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{
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c.r=(c.r*1.8)-bubble(vec2(fragTexCoord.x*2,fragTexCoord.y), time)/2.;
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}
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}else if (c.g>c.r && c.g>c.b
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&& c.r>c.b
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){//stamina
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if (fragTexCoord.y>0.18+(0.74*(1-stamina)) && fragTexCoord.y<0.92){
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float fac=heartbeat(time, 60.0*stamina)/2;
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c.g*=1.6+fac;
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c.r*=1.6+fac;
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}
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}else if (c.b>c.r && c.g>c.b && c.g>c.r)
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{//radioactivity
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if (fragTexCoord.y>0.51+(0.44*(1-radioactivity)) && fragTexCoord.y<0.94)
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{
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float fac=2*random(fragTexCoord*vec2(100.0,100.0)+time*10.0);
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c.b*=fac+0.2;
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c.g*=fac+0.2;
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}
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}else if (c.g > c.r && c.g > c.b)
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{//fatigue
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if (fragTexCoord.y>0.51+(0.44*(1-fatigue)) && fragTexCoord.y<0.94){
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float fact= sin(-time*3.0+fragTexCoord.y*20)*0.5+1.0;
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fact*=cos(-time*2.0+fragTexCoord.x*20)*0.5+1.0;
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c.g*=1.0+fact;
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}
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}else if (c.b > c.r && c.b > c.g && c.r < 0.1 && c.a>=0.8)
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{//energy
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if (fragTexCoord.y>0.18+(0.74*(1-energy)) && fragTexCoord.y<0.92){
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float WhoMadeWho = (time * s) + 1000.0;
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vec2 uv = fragTexCoord * vec2(2.0,1.0);
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uv.y-=0.8;
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float wave=sin((-time*2.0)+(uv.x*10))*0.5+0.8;
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vec3 spec = vec3(wave/1.0);
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for( float i = 1.0; i < 2; i++ )
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{
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float t = abs(4.0 / ((uv.y + Thunder( vec2(uv.x,uv.y+0.8)*5 + WhoMadeWho / i , spec)) * (i * 100.0)));
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c.rgb += t * vec3( i * 0.1*spec.x*2., 0.2, 1.30 );
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}
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float fac=2*random(fragTexCoord*vec2(2.0,1.0)+time*10.0)*2;}
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}else if (c.r > c.g && c.b > c.g && c.g < 0.1)
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{//mana
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if (fragTexCoord.y>0.18+(0.74*(1-mana)) && fragTexCoord.y<0.92){
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float fac=noise(fragTexCoord*vec2(50.0,30.0+time*10.0))*2;
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c.r*=1.0+fac;
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c.b*=1.0+fac;}
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}
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finalColor = c * colDiffuse * fragColor;
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} |