- Crouched gesture animations. - Proper crouch-jumping (now always enabled). - New fanart by Endie. - Swimming animations (also used by flight). - Hexen-style startup screen. - More model cleanup. - Prevent Wallbuster reload menu from opening on intermissions. - Intermissions now only handle fire and use for advance, to prevent some lil' accidents. - Holding altfire on intermissions hides ui elements, so the bg is fully visible. - Begin writing lore for collectibles (these will come in a couple updates). - Fix fuzz shader being affected by texture upscaling. - Enemies with >=1000 starting hp also can drop golden shells. - Explodium Gun no longer shows with a "1x" prefix on menus when single. - Player animation transition tweaks.
40 lines
824 B
GLSL
40 lines
824 B
GLSL
float rnd( in vec2 sd )
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{
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//return cos(sd.y*3874.8674+sd.x*6783.5325)*2737.8474;
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// use noise tex instead of trig-based PRNG, much better and doesn't break on intel
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return texelFetch(noisetex,ivec2(mod(sd.x,256.),mod(sd.y,256.)),0).x;
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}
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// haha are you telling me I can't declare arrays like in C?
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// what the fuck even is this insane syntax?
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const vec3 layers[3] =
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vec3[](
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vec3(1.01,1.07,1.05),
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vec3(1.06,1.04,1.03),
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vec3(1.05,1.03,1.01)
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);
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const float speed[3] =
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float[](
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.5526,
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.7843,
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.3725
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);
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const float zoom[3] =
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float[](
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1.,
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2.,
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3.
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);
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vec4 ProcessTexel()
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{
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vec2 coord;
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vec3 col = vec3(1.);
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for ( int i=0; i<3; i++ )
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{
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coord = floor(vTexCoord.st*vec2(50.,3.)/zoom[i]);
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col *= layers[i]*2.0*abs(fract(rnd(coord)+timer*speed[i])-0.5);
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}
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col += getTexel(vTexCoord.st).rgb;
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return vec4(col,1.);
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}
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