Everyone is on fire temporarily.
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467a26628c
commit
5ffa3b0d1e
5 changed files with 104 additions and 9 deletions
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@ -47,7 +47,7 @@
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"foreground": [205, 164, 246],
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"background": [30, 20, 75]
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},
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{"_type": "Combat", "hp": 200, "max_hp": 200, "damage": 20, "dead": false},
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{"_type": "Combat", "hp": 50, "max_hp": 50, "damage": 2, "dead": false},
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{"_type": "Motion", "dx": 0, "dy": 0, "random": false},
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{"_type": "EnemyConfig", "ai_script": "Enemy::actions", "ai_start_name": "Enemy::initial_state", "ai_goal_name": "Enemy::final_state"},
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{"_type": "Personality", "hearing_distance": 5, "tough": false},
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@ -7,8 +7,12 @@
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"file_name": "assets/shaders/ui_error.frag",
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"type": "fragment"
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},
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"rayview_sprites": {
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"flame": {
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"file_name": "assets/shaders/rayview_sprites.frag",
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"type": "fragment"
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},
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"rayview_sprites": {
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"file_name": "assets/shaders/flame_trash.frag",
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"type": "fragment"
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}
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}
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77
assets/shaders/flame_trash.frag
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77
assets/shaders/flame_trash.frag
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@ -0,0 +1,77 @@
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D texture;
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uniform float u_mouse;
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uniform float value = 0.2;
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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float noise(in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm(in vec2 st, int octaves=8) {
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.5));
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for(int i = 0; i < octaves; i++) {
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v += a * noise(st);
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st = rot * st * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0;
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vec3 color = vec3(0.0);
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float speed = u_time * 10.0;
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float value = cos(u_time) * cos(u_time);
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vec2 q = vec2(0.0);
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q.x = fbm(st + 0.00 * speed);
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q.y = fbm(st + vec2(1.0));
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vec2 r = vec2(0,0);
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r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed );
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r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed);
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float f = fbm(st * r);
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color = mix(vec3(0.666667,0.619608, 0.122777),
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vec3(0.666667,0.666667,0.498039),
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clamp((f*f)*4.0,0.0,1.0));
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color = mix(color,
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vec3(0.666667, 0.122222, 0.0666667),
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clamp(length(r.x), 0.0, 1.0));
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color *= (f*f*f+0.5*f*f+0.6*f) * value;
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
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float mask = color.r * pixel.a;
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gl_FragColor = gl_Color * vec4(color, pixel.a) + pixel;
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}
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