fixture ghost is now red when it cant be placed there

This commit is contained in:
minjaesong
2023-09-28 23:40:58 +09:00
parent ebe63916d7
commit 430de3dcbf
9 changed files with 146 additions and 124 deletions

View File

@@ -34,10 +34,10 @@ class ItemHomeComputer(originalID: ItemID) : GameItem(originalID) {
equipPosition = EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) {
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) { _, _, mtx, mty ->
val item = FixtureHomeComputer()
if (item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY, if (actor is IngamePlayer) actor.uuid else null)) 1L else -1L
if (item.spawn(mtx, mty, if (actor is IngamePlayer) actor.uuid else null)) 1L else -1L
// return true when placed, false when cannot be placed
}
}

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@@ -4,6 +4,7 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.spriteanimation.SpriteAnimation
import net.torvald.terrarum.App
import net.torvald.terrarum.App.printdbg
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.INGAME
import net.torvald.terrarum.Terrarum
@@ -53,19 +54,22 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
if (isVisible) {
if (markerMode == MarkerMode.FIXTURE_GHOST) {
if (INGAME.actorNowPlaying != null) {
mouseInInteractableRange(INGAME.actorNowPlaying!!) {
// mouseInInteractableRange(INGAME.actorNowPlaying!!) { _, _, _, _ ->
batch.shader = App.shaderGhastlyWhite
if (ghost != null) {
batch.color = ghostColour
// batch.color = ghostColour
batch.shader.setUniformf("ghostColour", ghostColour.r, ghostColour.g, ghostColour.b, ghostColour.a)
drawSpriteInGoodPosition(ghost!!, batch)
}
0L
}
// 0L
// }
}
else {
batch.shader = App.shaderGhastlyWhite
if (ghost != null) {
batch.color = ghostColour
// batch.color = ghostColour
batch.shader.setUniformf("ghostColour", ghostColour.r, ghostColour.g, ghostColour.b, ghostColour.a)
drawSpriteInGoodPosition(ghost!!, batch)
}
}
@@ -114,5 +118,6 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
fun setGhostColourNone() { ghostColour = Color.WHITE }
fun setGhostColourAllow() { ghostColour = Color(-1) }
fun setGhostColourDeny() { ghostColour = Color(0xff8080ff.toInt()) }
fun setGhostColourBlock() { ghostColour = Color(0) }
}

View File

@@ -384,13 +384,13 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
* The reach is calculated using the actor's reach, reach buff actorvalue and the actor's scale.
*
* @param actor actor to check the reach
* @param action returns non-negative integer if the action was successfully performed
* @param action (Double, Double, Int, Int) to Long; takes `Terrarum.mouseX`, `Terrarum.mouseY`, `Terrarum.mouseTileX`, `Terrarum.mouseTileY` as an input and returns non-negative integer if the action was successfully performed
* @return an amount to remove from the inventory (>= 0); -1 if the action failed or not in interactable range
*/
fun mouseInInteractableRange(actor: ActorWithBody, action: () -> Long): Long {
fun mouseInInteractableRange(actor: ActorWithBody, action: (Double, Double, Int, Int) -> Long): Long {
val mousePos1 = Vector2(Terrarum.mouseX, Terrarum.mouseY)
val distMax = actor.actorValue.getAsDouble(AVKey.REACH)!! * (actor.actorValue.getAsDouble(AVKey.REACHBUFF) ?: 1.0) * actor.scale // perform some error checking here
return if (distBetween(actor, mousePos1) <= distMax) action() else -1
return if (distBetween(actor, mousePos1) <= distMax) action(Terrarum.mouseX, Terrarum.mouseY, Terrarum.mouseTileX, Terrarum.mouseTileY) else -1
}
/**

View File

@@ -643,8 +643,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
}
// #2. If I'm not holding any item and I can do barehandaction (size big enough that barehandactionminheight check passes), perform it
else if (itemOnGrip == null) {
mouseInInteractableRange(actor) {
performBarehandAction(actor, delta)
mouseInInteractableRange(actor) { mwx, mwy, mtx, mty ->
performBarehandAction(actor, delta, mwx, mwy, mtx, mty)
0L
}
}
@@ -675,7 +675,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
// scan for the one with non-null UI.
// what if there's multiple of such fixtures? whatever, you are supposed to DISALLOW such situation.
for (kk in actorsUnderMouse.indices) {
if (mouseInInteractableRange(actor) {
if (mouseInInteractableRange(actor) { _, _, _, _ ->
actorsUnderMouse[kk].mainUI?.let {
uiOpened = true
@@ -1372,7 +1372,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
particlesContainer.appendHead(particle)
}
fun performBarehandAction(actor: ActorWithBody, delta: Float) {
fun performBarehandAction(actor: ActorWithBody, delta: Float, mwx: Double, mwy: Double, mtx: Int, mty: Int) {
val canAttackOrDig = actor.scale * actor.baseHitboxH >= (actor.actorValue.getAsDouble(AVKey.BAREHAND_MINHEIGHT) ?: 4294967296.0)
@@ -1391,8 +1391,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
val punchSize = actor.scale * actor.actorValue.getAsDouble(AVKey.BAREHAND_BASE_DIGSIZE)!!
// if there are attackable actor or fixtures
val actorsUnderMouse: List<ActorWithBody> = getActorsAtVicinity(Terrarum.mouseX, Terrarum.mouseY, punchSize / 2.0).sortedBy {
(Terrarum.mouseX - it.hitbox.centeredX).sqr() + (Terrarum.mouseY - it.hitbox.centeredY).sqr()
val actorsUnderMouse: List<ActorWithBody> = getActorsAtVicinity(mwx, mwy, punchSize / 2.0).sortedBy {
(mwx - it.hitbox.centeredX).sqr() + (mwy - it.hitbox.centeredY).sqr()
} // sorted by the distance from the mouse
// prioritise actors
@@ -1407,10 +1407,12 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
// pickup a fixture
if (fixturesUnderHand.size > 0 && fixturesUnderHand[0].canBeDespawned &&
System.nanoTime() - fixturesUnderHand[0].spawnRequestedTime > 500000000) { // don't pick up the fixture if it was recently placed (0.5 seconds)
System.nanoTime() - fixturesUnderHand[0].spawnRequestedTime > 500000000) { // don't pick up the fixture if it was recently placed (0.5 seconds)
val fixture = fixturesUnderHand[0]
val fixtureItem = ItemCodex.fixtureToItemID(fixture)
printdbg(this, "Fixture pickup at F${WORLD_UPDATE_TIMER}: ${fixture.javaClass.canonicalName} -> $fixtureItem")
// 0. hide tooltips
setTooltipMessage(null)
// 1. put the fixture to the inventory
fixture.flagDespawn()
// 2. register this item(fixture) to the quickslot so that the player sprite would be actually lifting the fixture
@@ -1433,7 +1435,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
else if (canAttackOrDig) {
val punchBlockSize = punchSize.div(TILE_SIZED).floorToInt()
if (punchBlockSize > 0) {
PickaxeCore.startPrimaryUse(actor, delta, null, Terrarum.mouseTileX, Terrarum.mouseTileY, 1.0 / punchBlockSize, punchBlockSize, punchBlockSize)
PickaxeCore.startPrimaryUse(actor, delta, null, mtx, mty, 1.0 / punchBlockSize, punchBlockSize, punchBlockSize)
}
}
}

View File

@@ -225,6 +225,24 @@ open class FixtureBase : ActorWithBody, CuedByTerrainChange {
}
}
fun canSpawnHere(posX0: Int, posY0: Int): Boolean {
val posX = (posX0 - blockBox.width.minus(1).div(2)) fmod world!!.width // width.minus(1) so that spawning position would be same as the ghost's position
val posY = posY0 - blockBox.height + 1
// check for existing blocks (and fixtures)
var hasCollision = false
worldBlockPos = Point2i(posX, posY)
forEachBlockbox { x, y, _, _ ->
if (!hasCollision) {
val tile = world!!.getTileFromTerrain(x, y)
if (!BlockCodex[tile].hasTag("INCONSEQUENTIAL")) {
hasCollision = true
}
}
}
return !hasCollision
}
/**
* Adds this instance of the fixture to the world. Physical dimension is derived from [blockBox].
*
@@ -243,24 +261,10 @@ open class FixtureBase : ActorWithBody, CuedByTerrainChange {
// posY: bottom of the blockBox
// using the actor's hitbox
val posX = (posX0 - blockBox.width.minus(1).div(2)) fmod world!!.width // width.minus(1) so that spawning position would be same as the ghost's position
val posY = posY0 - blockBox.height + 1
// set the position of this actor
worldBlockPos = Point2i(posX, posY)
// check for existing blocks (and fixtures)
var hasCollision = false
forEachBlockbox { x, y, _, _ ->
if (!hasCollision) {
val tile = world!!.getTileFromTerrain(x, y)
if (!BlockCodex[tile].hasTag("INCONSEQUENTIAL")) {
hasCollision = true
}
}
}
if (hasCollision) {
if (!canSpawnHere(posX0, posY0)) {
printdbg(this, "cannot spawn fixture ${nameFun()} at F${INGAME.WORLD_UPDATE_TIMER}, has tile collision; xy=($posX,$posY) tDim=(${blockBox.width},${blockBox.height})")
return false
}

View File

@@ -223,23 +223,23 @@ open class FixtureSwingingDoorBase : FixtureBase {
}
private fun mouseOnLeftSide(): Boolean {
private fun mouseOnLeftSide(mx: Double, my: Double): Boolean {
val ww = INGAME.world.width * TILE_SIZED
val pivot = this@FixtureSwingingDoorBase.hitbox.centeredX
// note: this function uses startX while the dual other function uses endX; the "dist" must be same between two functions
val dist = pivot - Terrarum.mouseX // NOTE: order is different from the other function
val dist2 = pivot - (Terrarum.mouseX - ww)
val dist = pivot - mx // NOTE: order is different from the other function
val dist2 = pivot - (mx - ww)
val distLim = this@FixtureSwingingDoorBase.hitbox.width
return (dist in 0.0..distLim || dist2 in 0.0..distLim) && (Terrarum.mouseY - hitbox.hitboxStart.y) in 0.0..hitbox.height
return (dist in 0.0..distLim || dist2 in 0.0..distLim) && (my - hitbox.hitboxStart.y) in 0.0..hitbox.height
}
private fun mouseOnRightSide(): Boolean {
private fun mouseOnRightSide(mx: Double, my: Double): Boolean {
val ww = INGAME.world.width * TILE_SIZED
val pivot = this@FixtureSwingingDoorBase.hitbox.centeredX
val dist = Terrarum.mouseX - pivot // NOTE: order is different from the other function
val dist2 = (Terrarum.mouseX + ww) - pivot
val dist = mx - pivot // NOTE: order is different from the other function
val dist2 = (mx + ww) - pivot
val distLim = this@FixtureSwingingDoorBase.hitbox.width
return dist in 0.0..distLim || dist2 in 0.0..distLim && (Terrarum.mouseY - hitbox.hitboxStart.y) in 0.0..hitbox.height
return dist in 0.0..distLim || dist2 in 0.0..distLim && (my - hitbox.hitboxStart.y) in 0.0..hitbox.height
}
private fun ActorWithBody.ontheLeftSideOfDoor(): Boolean {
@@ -313,16 +313,16 @@ open class FixtureSwingingDoorBase : FixtureBase {
if (mouseUp && Gdx.input.isButtonPressed(App.getConfigInt("config_mousesecondary"))) {
INGAME.actorNowPlaying?.let { player ->
mouseInInteractableRange(player) {
mouseInInteractableRange(player) { mx, my, _, _ ->
// keep opened/closed as long as the mouse is down
if (doorStateTimer != 0f) {
oldStateBeforeMouseDown = doorState
}
if (oldStateBeforeMouseDown == 0) {
if (mouseOnLeftSide())
if (mouseOnLeftSide(mx, my))
openToLeft(1)
else if (mouseOnRightSide())
else if (mouseOnRightSide(mx, my))
openToRight(1)
}
else {

View File

@@ -20,62 +20,63 @@ object BlockBase {
* @param dontEncaseActors when set to true, blocks won't be placed where Actors are. You will want to set it false
* for wire items, otherwise you want it to be true.
*/
fun blockStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, itemID: ItemID, delta: Float) = mouseInInteractableRange(actor) {
val ingame = Terrarum.ingame!! as TerrarumIngame
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
val mouseTile = Point2i(Terrarum.mouseTileX, Terrarum.mouseTileY)
fun blockStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, itemID: ItemID, delta: Float) =
mouseInInteractableRange(actor) { mwx, mwy, mtx, mty ->
val ingame = Terrarum.ingame!! as TerrarumIngame
val mousePoint = Point2d(mtx.toDouble(), mty.toDouble())
val mouseTile = Point2i(mtx, mty)
// check for collision with actors (BLOCK only)
// FIXME properly fix the collision detection: it OVERRIDES the tiki-torches which should not happen AT ALL
// FIXME (h)IntTilewiseHitbox is badly defined
// FIXME actually it's this code: not recognising hitbox's starting point correctly. Use F9 for visualisation
// FIXME the above issue is resolved by using intTilewise instead of hInt, but the hitbox itself is still
// FIXME badly defined
// check for collision with actors (BLOCK only)
// FIXME properly fix the collision detection: it OVERRIDES the tiki-torches which should not happen AT ALL
// FIXME (h)IntTilewiseHitbox is badly defined
// FIXME actually it's this code: not recognising hitbox's starting point correctly. Use F9 for visualisation
// FIXME the above issue is resolved by using intTilewise instead of hInt, but the hitbox itself is still
// FIXME badly defined
if (gameItem.inventoryCategory == GameItem.Category.BLOCK) {
var ret1 = true
ingame.actorContainerActive.filter { it is ActorWithBody }.forEach { val it = it as ActorWithBody
if ((it is FixtureBase || it.physProp.usePhysics) && it.intTilewiseHitbox.intersects(mousePoint))
ret1 = false // return is not allowed here
if (gameItem.inventoryCategory == GameItem.Category.BLOCK) {
var ret1 = true
ingame.actorContainerActive.filter { it is ActorWithBody }.forEach { val it = it as ActorWithBody
if ((it is FixtureBase || it.physProp.usePhysics) && it.intTilewiseHitbox.intersects(mousePoint))
ret1 = false // return is not allowed here
}
if (!ret1) return@mouseInInteractableRange -1L
}
if (!ret1) return@mouseInInteractableRange -1L
val isWall = itemID.isWall()
val terrainUnderCursor = ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)
val wallUnderCursor = ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
// return false if there is a same tile already (including non-solid!)
if (isWall && wallUnderCursor == itemID || !isWall && terrainUnderCursor == itemID)
return@mouseInInteractableRange -1L
// return false if there is a "solid" tile already
if (isWall && BlockCodex[wallUnderCursor].isSolid ||
!isWall && !BlockCodex[terrainUnderCursor].hasTag("INCONSEQUENTIAL"))
return@mouseInInteractableRange -1L
// filter passed, do the job
// FIXME this is only useful for Player
if (isWall) {
ingame.world.setTileWall(
mouseTile.x,
mouseTile.y,
itemID.substring(5),
false
)
}
else {
ingame.world.setTileTerrain(
mouseTile.x,
mouseTile.y,
itemID,
false
)
}
1L
}
val isWall = itemID.isWall()
val terrainUnderCursor = ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)
val wallUnderCursor = ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
// return false if there is a same tile already (including non-solid!)
if (isWall && wallUnderCursor == itemID || !isWall && terrainUnderCursor == itemID)
return@mouseInInteractableRange -1L
// return false if there is a "solid" tile already
if (isWall && BlockCodex[wallUnderCursor].isSolid ||
!isWall && !BlockCodex[terrainUnderCursor].hasTag("INCONSEQUENTIAL"))
return@mouseInInteractableRange -1L
// filter passed, do the job
// FIXME this is only useful for Player
if (isWall) {
ingame.world.setTileWall(
mouseTile.x,
mouseTile.y,
itemID.substring(5),
false
)
}
else {
ingame.world.setTileTerrain(
mouseTile.x,
mouseTile.y,
itemID,
false
)
}
1L
}
fun blockEffectWhenEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
}
@@ -126,40 +127,38 @@ object BlockBase {
else false
}
fun wireStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, delta: Float) = mouseInInteractableRange(actor) {
fun wireStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, delta: Float) = mouseInInteractableRange(actor) { _, _, mtx, mty ->
val itemID = gameItem.originalID
val ingame = Terrarum.ingame!! as TerrarumIngame
val mouseTileX = Terrarum.mouseTileX
val mouseTileY = Terrarum.mouseTileY
val ww = ingame.world.width
if (Gdx.input.isButtonJustPressed(App.getConfigInt("config_mouseprimary")) ||
!isNeighbouring(ww, mouseTileX, mouseTileY, oldTileX, oldTileY)) {
initialMouseDownTileX = mouseTileX
initialMouseDownTileY = mouseTileY
oldTileX = mouseTileX
oldTileY = mouseTileY
!isNeighbouring(ww, mtx, mty, oldTileX, oldTileY)) {
initialMouseDownTileX = mtx
initialMouseDownTileY = mty
oldTileX = mtx
oldTileY = mty
}
val thisTileWires = ingame.world.getAllWiresFrom(mouseTileX, mouseTileY)
val thisTileWires = ingame.world.getAllWiresFrom(mtx, mty)
val oldTileWires = ingame.world.getAllWiresFrom(oldTileX, oldTileY)
val thisTileWireCnx = ingame.world.getWireGraphOf(mouseTileX, mouseTileY, itemID)
val thisTileWireCnx = ingame.world.getWireGraphOf(mtx, mty, itemID)
val oldTileWireCnx = ingame.world.getWireGraphOf(oldTileX, oldTileY, itemID)
val thisTileOccupied = thisTileWires.first?.searchFor(itemID) != null
val oldTileOccupied = oldTileWires.first?.searchFor(itemID) != null
val oldToNewVector = if (mouseTileX == ww - 1 && oldTileX == 0) 4
else if (mouseTileX == 0 && oldTileX == ww - 1) 1
else if (mouseTileX - oldTileX == 1) 1
else if (mouseTileX - oldTileX == -1) 4
else if (mouseTileY - oldTileY == 1) 2
else if (mouseTileY - oldTileY == -1) 8
val oldToNewVector = if (mtx == ww - 1 && oldTileX == 0) 4
else if (mtx == 0 && oldTileX == ww - 1) 1
else if (mtx - oldTileX == 1) 1
else if (mtx - oldTileX == -1) 4
else if (mty - oldTileY == 1) 2
else if (mty - oldTileY == -1) 8
else 0 // if xy == oxy, the vector will be 0
val connectedEachOther = wireNodesConnectedEachOther(oldToNewVector, thisTileWireCnx, oldTileWireCnx)
val thisTileWasDraggedOn = initialMouseDownTileX != mouseTileX || initialMouseDownTileY != mouseTileY
val thisTileWasDraggedOn = initialMouseDownTileX != mtx || initialMouseDownTileY != mty
var ret = -1L
@@ -176,7 +175,7 @@ object BlockBase {
if (!thisTileWasDraggedOn) {
if (thisTileOccupied) return@mouseInInteractableRange -1
else {
placeWirePieceTo(ingame.world, itemID, mouseTileX, mouseTileY)
placeWirePieceTo(ingame.world, itemID, mtx, mty)
ret = 1
}
}
@@ -185,18 +184,18 @@ object BlockBase {
ret -1
}
else if (thisTileOccupied && oldTileOccupied) {
setConnectivity(ingame.world, oldToNewVector, itemID, mouseTileX, mouseTileY, oldTileX, oldTileY)
setConnectivity(ingame.world, oldToNewVector, itemID, mtx, mty, oldTileX, oldTileY)
ret = 0
}
else {
placeWirePieceTo(ingame.world, itemID, mouseTileX, mouseTileY)
setConnectivity(ingame.world, oldToNewVector, itemID, mouseTileX, mouseTileY, oldTileX, oldTileY)
placeWirePieceTo(ingame.world, itemID, mtx, mty)
setConnectivity(ingame.world, oldToNewVector, itemID, mtx, mty, oldTileX, oldTileY)
ret = 1
}
}
oldTileX = mouseTileX
oldTileY = mouseTileY
oldTileX = mtx
oldTileY = mty
ret
}

View File

@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame.gameitems
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.*
import net.torvald.terrarum.App.printdbg
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.gameitems.ItemID
@@ -67,10 +68,20 @@ open class FixtureItemBase(originalID: ItemID, val fixtureClassName: String) : G
(INGAME as TerrarumIngame).blockMarkingActor.let {
it.setGhost(ghostItem.get())
val item = ghostItem.get()
it.setGhost(item)
it.update(delta)
it.setGhostColourBlock()
mouseInInteractableRange(actor) { it.setGhostColourAllow(); 0L }
mouseInInteractableRange(actor) { _, _, mx, my ->
if (item.canSpawnHere(mx, my)) {
it.setGhostColourAllow()
}
else {
it.setGhostColourDeny()
}
0L
}
}
}
@@ -83,10 +94,10 @@ open class FixtureItemBase(originalID: ItemID, val fixtureClassName: String) : G
}
}
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) {
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) { _, _, mx, my ->
val item = ghostItem.getAndSet(makeFixture()) // renew the "ghost" otherwise you'll be spawning exactly the same fixture again; old ghost will be returned
if (item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY, if (actor is IngamePlayer) actor.uuid else null)) 1 else -1
if (item.spawn(mx, my, if (actor is IngamePlayer) actor.uuid else null)) 1 else -1
// return true when placed, false when cannot be placed
}

View File

@@ -3,6 +3,8 @@ in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec4 ghostColour = vec4(1.0);
const vec2 boolean = vec2(0.0, 1.0);
const vec4 desaturate = vec4(0.2126, 0.7152, 0.0722, 0.0);
out vec4 fragColor;
@@ -11,6 +13,5 @@ void main(void) {
vec4 incolour = texture(u_texture, v_texCoords);
float lum = dot(incolour * desaturate, boolean.yyyx) * 0.5 + 0.5;
// fragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
fragColor = v_color * fma(vec4(lum), boolean.yyyx, incolour * boolean.xxxy);
fragColor = ghostColour * fma(vec4(lum), boolean.yyyx, incolour * boolean.xxxy);
}