Woop, forgot about these shaders.

This commit is contained in:
Mari the Deer 2025-02-26 14:20:26 +01:00
commit e66415dd91
5 changed files with 10 additions and 13 deletions

View file

@ -87,33 +87,34 @@ Material Texture "graphics/HUD/EnemyBarS.png"
{
Shader "shaders/glsl/Fuzz.fp"
Define "GRAY_COLORS"
Define "BASE_RES" = "vec2(50.,3.)"
Uniform vec2 "BaseRes" = "50." "3."
Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/HealthBarS.png"
{
Shader "shaders/glsl/Fuzz.fp"
Define "GRAY_COLORS"
Define "BASE_RES" = "vec2(100.,5.)"
Uniform vec2 "BaseRes" = "100." "5."
Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/FuelBarS.png"
{
Shader "shaders/glsl/Fuzz.fp"
Define "GRAY_COLORS"
Define "BASE_RES" = "vec2(120.,2.)"
Uniform vec2 "BaseRes" = "120." "2."
Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/EnemyBarD.png"
{
Shader "shaders/glsl/HealthBarD.fp"
Uniform vec2 "BaseRes" = "70." "23."
Define "TEX_SIZE" = "vec2(70.,23.)"
Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/HealthBarD.png"
{
Shader "shaders/glsl/HealthBarD.fp"
Define "TEX_SIZE" = "vec2(120.,25.)"
Uniform vec2 "BaseRes" = "120." "25."
Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/Icons/W_DeepImpact.png"
@ -254,7 +255,7 @@ Material Texture "graphics/HUD/DemoFace_Barrier.png"
Material Texture "graphics/tempbg.png"
{
Shader "shaders/glsl/Fuzz.fp"
Define "BASE_RES" = "vec2(640.,400.)"
Uniform vec2 "BaseRes" = "640." "400."
Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/NewLogo.png"

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1187 \cu(mié 26 feb 2025 13:37:31 CET)\c-";
SWWM_SHORTVER="\cw1.3pre r1187 \cu(2025-02-26 13:37:31)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1188 \cu(mié 26 feb 2025 14:20:26 CET)\c-";
SWWM_SHORTVER="\cw1.3pre r1188 \cu(2025-02-26 14:20:26)\c-";

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@ -52,17 +52,13 @@ float[](
3.
);
#ifndef BASE_RES
#define BASE_RES vec2(640.,400.)
#endif
void SetupMaterial( inout Material mat )
{
vec2 coord;
vec3 col = vec3(1.);
for ( int i=0; i<3; i++ )
{
coord = floor(vTexCoord.st*BASE_RES/zoom[i]);
coord = floor(vTexCoord.st*BaseRes/zoom[i]);
col *= layers[i]*2.*abs(fract(rnd(coord)+timer*speed[i])-.5);
}
#ifdef GRAY_COLORS

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@ -8,7 +8,7 @@ void SetupMaterial( inout Material mat )
.008764, .002216, .000436, .000067, .000008
);
vec2 coord = vTexCoord.st;
vec2 bresl = TEX_SIZE;
vec2 bresl = BaseRes;
vec2 bof = 1./bresl;
bof *= .9+.4*texture(noisetex,vec2(fract(timer*.05))).x;
vec4 col = texture(tex,coord);