1.1.1 update (to be made stable after GZDoom updates):
- Sound overhaul, migrated everything to A_StartSound, new sound channels, CHANF_OVERLAP where needed. - Fancy titlemap (two variants, one based on the ps2 menu, one based on the v222 menu).
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42 changed files with 272 additions and 179 deletions
21
shaders/glsl/utbg.fp
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21
shaders/glsl/utbg.fp
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vec4 ProcessTexel()
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{
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vec2 uv = vTexCoord.st;
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vec2 ccoord = uv-vec2(.5,1.1);
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ccoord.y = abs(ccoord.y);
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vec3 pt = vec3(ccoord.x,ccoord.y-1.,ccoord.y);
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vec2 proj = pt.xy/pt.z;
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vec2 coord = uv*4.;
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vec3 bcol = texture(starstex,fract(coord)).rgb;
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coord = uv*1.5;
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coord = (coord-vec2(.8,.3))*2.;
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vec4 mcol = texture(moontex,coord);
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bcol = mix(bcol*.3,mcol.rgb*.7,mcol.a);
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coord = proj*.5+vec2(-.5,-1.)*timer*.1;
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coord = fract(coord);
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vec3 col = getTexel(coord).rgb;
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col *= mix(vec3(1.9,.4,.2),vec3(1.),pow(pt.z,.5));
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col *= mix(vec3(1.3,.5,.3),vec3(1.),pow(pt.x+.8,.5));
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col *= mix(vec3(1.1,1.4,1.3),vec3(.3),clamp(1.3*pow(distance(pt.xy,vec2(.2,-.25)),.9),0.,1.));
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return vec4(bcol+col,1.);
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}
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22
shaders/glsl/utprotobg.fp
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shaders/glsl/utprotobg.fp
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// based on https://www.shadertoy.com/view/Ms2SWW
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vec4 ProcessTexel()
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{
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vec2 uv = vTexCoord.st;
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vec2 p = 2.*(uv-.5);
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p.x += sin(timer*.2)*.3;
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p.y += cos(timer*.2)*.3;
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float a = atan(p.y,p.x);
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a += timer*.1;
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float r = length(p);
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vec2 ccoord = fract(vec2(.25/r+.1*timer,a/3.14169265)*4.);
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vec3 col = getTexel(ccoord).rgb;
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a += .125*3.14159265;
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ccoord = fract(vec2(.25/r+.05*timer,a/3.14169265)*4.);
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col += getTexel(ccoord).rgb;
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col *= vec3(.3,.6,1.);
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col += pow(max(0.,1.2-r),1.5);
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col *= vec3(1.,1.2,1.5);
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col = clamp(col,vec3(0.),vec3(1.));
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return vec4(col,1.);
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}
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