Backport some changes from development branch:
- Made Kinsie's Test Map changes toggleable (off by default) - Corrected physics of various projectiles - Replaced textures of health items to something better looking - Biosludge now only has a hitbox when stuck to surfaces, to be more consistent with vanilla behavior - Some code cleanup
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parent
2ea4a9cb9c
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5435f06d4e
20 changed files with 222 additions and 285 deletions
18
shaders/glsl/FizzDistortX.fp
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18
shaders/glsl/FizzDistortX.fp
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vec4 ProcessLight( vec4 color )
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{
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return vec4(1.0);
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}
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vec4 ProcessTexel()
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{
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vec2 coord = vTexCoord.st;
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vec2 dist = 2.0*texture(warptex,vTexCoord.st).xy-1.0;
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dist.x *= abs(mod(dist.y+timer*3.34536,4)-2)-1;
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coord.x += dist.x*0.12;
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dist = 2.0*texture(warptex,vTexCoord.st*2.0).xy-1.0;
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dist.y *= abs(mod(dist.x+timer*5.45363,4)-2)-1;
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coord.y -= dist.y*0.09;
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coord.y = clamp(coord.y,0.0,1.0);
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coord.x += timer*0.5346;
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return getTexel(coord);
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}
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18
shaders/glsl/FizzDistortXY.fp
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18
shaders/glsl/FizzDistortXY.fp
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@ -0,0 +1,18 @@
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vec4 ProcessLight( vec4 color )
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{
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return vec4(1.0);
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}
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vec4 ProcessTexel()
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{
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vec2 coord = vTexCoord.st;
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vec2 dist = 2.0*texture(warptex,vTexCoord.st*0.6).xy-1.0;
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dist.x *= abs(mod(dist.y+timer*1.34536,4)-2)-1;
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coord.x += dist.x*0.12;
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dist = 2.0*texture(warptex,vTexCoord.st*1.2).xy-1.0;
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dist.y *= abs(mod(dist.x+timer*1.45363,4)-2)-1;
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coord.y -= dist.y*0.09;
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coord.x += timer*0.05346;
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coord.y += timer*0.03425;
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return getTexel(coord);
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}
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