shallow shadow improvements

This commit is contained in:
minjaesong
2024-11-24 19:13:12 +09:00
parent 6ec5ba5603
commit a24eab209b
8 changed files with 16 additions and 8 deletions

View File

@@ -78,6 +78,7 @@ basegame
// Commit counts up to the Release 0.4.1: 3678
// Commit counts up to the Release 0.4.2: 3762
// Commit counts up to the Release 0.5.0: 4090
// Commit counts up to the Release 0.5.1: 4097
val DEV_CYCLE: Map<String, Long> = mapOf(
"Alpha" to 0x0000_000004_000000,

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@@ -14,11 +14,12 @@ import org.dyn4j.geometry.Vector2
*/
class FixtureLogicSignalAdder : Electric, Reorientable {
@Transient override val spawnNeedsFloor = true
@Transient override val spawnNeedsFloor = false
@Transient override val spawnNeedsWall = true
constructor() : super(
BlockBox(BlockBox.NO_COLLISION, 2, 2),
renderOrder = RenderOrder.BEHIND,
nameFun = { Lang["ITEM_LOGIC_SIGNAL_ADDER"] }
)

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@@ -34,11 +34,12 @@ interface Reorientable {
*/
class FixtureLogicSignalBlocker : Electric, Reorientable {
@Transient override val spawnNeedsFloor = true
@Transient override val spawnNeedsFloor = false
@Transient override val spawnNeedsWall = true
constructor() : super(
BlockBox(BlockBox.NO_COLLISION, 2, 2),
renderOrder = RenderOrder.BEHIND,
nameFun = { Lang["ITEM_LOGIC_SIGNAL_BLOCKER"] }
)

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@@ -18,6 +18,7 @@ class FixtureLogicSignalBulb : Electric {
constructor() : super(
BlockBox(BlockBox.NO_COLLISION, 1, 1),
renderOrder = RenderOrder.BEHIND,
nameFun = { Lang["ITEM_COPPER_BULB"] }
)

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@@ -16,11 +16,12 @@ import org.dyn4j.geometry.Vector2
*/
class FixtureLogicSignalLatch : Electric, Reorientable {
@Transient override val spawnNeedsFloor = true
@Transient override val spawnNeedsFloor = false
@Transient override val spawnNeedsWall = true
constructor() : super(
BlockBox(BlockBox.NO_COLLISION, 2, 3),
renderOrder = RenderOrder.BEHIND,
nameFun = { Lang["ITEM_LOGIC_SIGNAL_LATCH"] }
)

View File

@@ -16,11 +16,12 @@ import org.dyn4j.geometry.Vector2
class FixtureLogicSignalRepeaterHorz : Electric, Reorientable {
@Transient override val spawnNeedsFloor = true
@Transient override val spawnNeedsFloor = false
@Transient override val spawnNeedsWall = true
constructor() : super(
BlockBox(BlockBox.NO_COLLISION, 2, 1),
renderOrder = RenderOrder.BEHIND,
nameFun = { Lang["ITEM_LOGIC_SIGNAL_REPEATER"] }
)

View File

@@ -16,11 +16,12 @@ import org.dyn4j.geometry.Vector2
*/
class FixtureLogicSignalSwitchManual : Electric {
@Transient override val spawnNeedsFloor = true
@Transient override val spawnNeedsFloor = false
@Transient override val spawnNeedsWall = true
constructor() : super(
BlockBox(BlockBox.NO_COLLISION, 1, 1),
renderOrder = RenderOrder.BEHIND,
nameFun = { Lang["ITEM_LOGIC_SIGNAL_SWITCH"] }
)
@@ -74,11 +75,12 @@ class FixtureLogicSignalSwitchManual : Electric {
*/
class FixtureLogicSignalPushbutton : Electric {
@Transient override val spawnNeedsFloor = true
@Transient override val spawnNeedsFloor = false
@Transient override val spawnNeedsWall = true
constructor() : super(
BlockBox(BlockBox.NO_COLLISION, 1, 1),
renderOrder = RenderOrder.BEHIND,
nameFun = { Lang["ITEM_LOGIC_SIGNAL_PUSHBUTTON"] }
)

View File

@@ -10,11 +10,11 @@ uniform sampler2D u_texture;
uniform sampler2D u_wall;
out vec4 fragColor;
vec4 mult = vec4(0.0, 0.0, 0.0, 0.703);
vec4 mult = vec4(0.0, 0.0, 0.0, 1.4142);
void main() {
vec4 backcol = texture(u_wall, v_texCoords);
vec4 incol = texture(u_texture, v_texCoords);
vec4 outcol = vec4(incol.rgb, backcol.a * pow(incol.a, 1.4142));
vec4 outcol = vec4(incol.rgb, backcol.a * pow(incol.a, 2.0));
fragColor = mult * outcol;
}