- New fun options implemented (omnibusting, unlimited fuel, party time) - Biospark Carbine gets a requested nerf - Candygun combo fire has been buffed (watch out for that splash damage) - All powerup effects are additive (stacc 'em) - Automap hud respects gzdoom's cvars for toggling certain elements - Automap hud shows stats and times in gold when 100% / under par - Weapons and ammo are no longer affected by skill amount modifiers, for balance (and to avoid any weird glitches) - Sorting improvements for menu (weapons by slot, ammo by weapons, other items by value, etc.) - Grilled Cheese Sandwich now saves you from lethal falls properly - Blown kisses instakill nazis - Added non-violent Keen replacement (based on "Less mean-spirited Keen replacement" by SiFi270) - Added gib deaths for hell nobles, pinkies, cacos, revs and viles (sprites by Amuscaria and Ryan Cordell) - Blown kisses can activate use switches - Gestures can be chained by pressing a gesture button while another is playing - Fixed Grilled Cheese Sandwich not avoiding telefrags properly (now also works with voodoo dolls) - More precise weapon kill tracking (fixes some ragekit quirks) - Merge both DLC weaponsets, removing redundant weapons (see FuturePlans.md) - Discarded some collectables for the next updates, to save time - Preparation work for collectables update, including some (partial) lore files - Remove ammo fabricators from store, makes no sense to have them when you can just buy ammo directly - Cosmetic Boss Brain sprite replacements, just for fun - 10 more intermission tips, because yes - Added option to reduce distance at which enemy healthbars are picked - Various minor bugfixes and adjustments (and also some tiny typo fixes) - Ragekit now heals over time and with each hit (so it's more rewarding to go wild) - PNG optimization pass (again lol) - Fix crouched gestures having no facial animation
40 lines
825 B
GLSL
40 lines
825 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(120.,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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