mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 02:54:04 +09:00
bayer alpha for particles
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@@ -102,6 +102,8 @@ object IngameRenderer : Disposable {
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val shaderForActors: ShaderProgram
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val shaderDemultiply: ShaderProgram
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val shaderBayerAlpha: ShaderProgram
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val shaderVibrancy: ShaderProgram
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private val WIDTH = App.scr.width
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@@ -144,6 +146,7 @@ object IngameRenderer : Disposable {
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shaderBlendGlowTex1Flip = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlowTex1Flip.frag")
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shaderDemultiply = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/demultiply.frag")
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shaderBayerAlpha = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/bayeralpha.frag")
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shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag")
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shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag")
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@@ -1176,6 +1179,8 @@ object IngameRenderer : Disposable {
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shaderForActors.dispose()
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shaderDemultiply.dispose()
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shaderBayerAlpha.dispose()
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shaderVibrancy.dispose()
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if (::fboRGBexport.isInitialized) fboRGBexport.tryDispose()
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@@ -141,18 +141,18 @@ class FixtureMechanicalTines : Electric {
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private fun prel(n1: Int, n2: Int, n3: Int, n4: Int, n5: Int): List<Long> {
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return toPianoRoll(
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1L shl n1 to TICK_DIVISOR+2, 1L shl n2 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR,
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1L shl n1 to TICK_DIVISOR+2, 1L shl n2 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR-1,
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1L shl n5 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR, 1L shl n5 to TICK_DIVISOR,
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1L shl n1 to TICK_DIVISOR, 1L shl n2 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR,
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1L shl n5 to TICK_DIVISOR-1, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR, 1L shl n5 to TICK_DIVISOR)
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1L shl n1 to TICK_DIVISOR, 1L shl n2 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR-1,
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1L shl n5 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR, 1L shl n5 to TICK_DIVISOR)
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}
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private fun end1(n1: Int, n2: Int, n3: Int, n4: Int, n5: Int, n6: Int, n7: Int, n8: Int, n9: Int): List<Long> {
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return toPianoRoll(
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1L shl n1 to TICK_DIVISOR+2, 1L shl n2 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR,
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1L shl n1 to TICK_DIVISOR+2, 1L shl n2 to TICK_DIVISOR, 1L shl n3 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR-1,
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1L shl n5 to TICK_DIVISOR, 1L shl n6 to TICK_DIVISOR, 1L shl n5 to TICK_DIVISOR, 1L shl n4 to TICK_DIVISOR,
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1L shl n5 to TICK_DIVISOR, 1L shl n7 to TICK_DIVISOR, 1L shl n8 to TICK_DIVISOR, 1L shl n7 to TICK_DIVISOR,
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1L shl n8 to TICK_DIVISOR-1, 1L shl n9 to TICK_DIVISOR, 1L shl n8 to TICK_DIVISOR, 1L shl n9 to TICK_DIVISOR)
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1L shl n5 to TICK_DIVISOR, 1L shl n7 to TICK_DIVISOR, 1L shl n8 to TICK_DIVISOR, 1L shl n7 to TICK_DIVISOR-1,
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1L shl n8 to TICK_DIVISOR, 1L shl n9 to TICK_DIVISOR, 1L shl n8 to TICK_DIVISOR, 1L shl n9 to TICK_DIVISOR)
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}
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private fun end2(n1: Int, n2: Int, n3: Int, n4: Int, n5: Int, n6: Int, n7: Int, n8: Int, n9: Int): List<Long> {
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@@ -204,7 +204,7 @@ object ParticleMusicalNoteFactory {
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private val noteColours = (0..60).map {
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val hue = it / 60f * 270f
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val saturation = 100f
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val lightness = 80f
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val lightness = 70f
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val (r, g, b) = HUSLColorConverter.hsluvToRgb(floatArrayOf(hue, saturation, lightness))
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Color(r, g, b, 1f)
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}
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@@ -214,13 +214,7 @@ object ParticleMusicalNoteFactory {
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}
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fun makeRandomParticle(note: Int, pos: Vector2): ParticleVanishingTexture {
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val it = object : ParticleVanishingTexture(tex.get(rng.nextInt(3), rng.nextInt(2)), pos.x, pos.y, false) {
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override fun update(delta: Float) {
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super.update(delta)
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drawColour.a = ((lifetimeMax - lifetimeCounter) / lifetimeMax).pow(1f / 2.2f).coerceIn(0f, 1f)
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}
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}
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val it = ParticleVanishingTexture(tex.get(rng.nextInt(3), rng.nextInt(2)), pos.x, pos.y, false)
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// set flying velocity
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val direction = angles[note]
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