* Hopefully make singularity shader warping resolution-invariant This may or may not fix intensity issues * Fix singularity 'zero velocity' check It got stuck in a corner. Twice. I really thought I'd fixed that. * Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle * Changes to some machine prototypes to reduce duplication of collision changes (#1) * Changes to some machine prototypes to reduce duplication of collision changes * BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
34 lines
1.3 KiB
Plaintext
34 lines
1.3 KiB
Plaintext
//Gravitational lensing effect. Edited from https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195 to be Clyde based (based on what)
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp vec2 positionInput;
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uniform highp vec2 renderScale;
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uniform highp float falloff;
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uniform highp float intensity;
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void fragment() {
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highp float distanceToCenter = length((FRAGCOORD.xy - positionInput) / renderScale);
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highp vec2 finalCoords = FRAGCOORD.xy - positionInput;
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highp float deformation = (pow(intensity, 2.0)*500.0) / pow(distanceToCenter, pow(falloff, 0.5));
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if(deformation > 0.8) //Edit this for inward effect
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deformation = pow(deformation, 0.3);
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if(deformation > 0.001){
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finalCoords *= 1.0-deformation; //Change this to 1+deformation for inward effect
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finalCoords += positionInput;
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//float darkenCircleSize = 600; //Calculate optional darkening effect (darker the closer we are to the center of the singularity)
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//float alph = (distanceToCenter-30)/(darkenCircleSize-30);
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//float darkening = 0.9-(alph*0.9);
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//Darkening effect optional (Darker the closer you are to the center)
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//COLOR = mix(texture(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE), vec4(0.0, 0.0, 0.0, 1.0), darkening);
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COLOR = zTextureSpec(SCREEN_TEXTURE, finalCoords*SCREEN_PIXEL_SIZE);
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}
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else{
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COLOR = zTextureSpec(SCREEN_TEXTURE, FRAGCOORD.xy*SCREEN_PIXEL_SIZE);
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}
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}
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