mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
shallow shadow improvements
This commit is contained in:
@@ -78,6 +78,7 @@ basegame
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// Commit counts up to the Release 0.4.1: 3678
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// Commit counts up to the Release 0.4.2: 3762
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// Commit counts up to the Release 0.5.0: 4090
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// Commit counts up to the Release 0.5.1: 4097
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val DEV_CYCLE: Map<String, Long> = mapOf(
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"Alpha" to 0x0000_000004_000000,
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@@ -14,11 +14,12 @@ import org.dyn4j.geometry.Vector2
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*/
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class FixtureLogicSignalAdder : Electric, Reorientable {
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@Transient override val spawnNeedsFloor = true
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@Transient override val spawnNeedsFloor = false
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@Transient override val spawnNeedsWall = true
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 2, 2),
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renderOrder = RenderOrder.BEHIND,
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_ADDER"] }
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)
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@@ -34,11 +34,12 @@ interface Reorientable {
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*/
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class FixtureLogicSignalBlocker : Electric, Reorientable {
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@Transient override val spawnNeedsFloor = true
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@Transient override val spawnNeedsFloor = false
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@Transient override val spawnNeedsWall = true
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 2, 2),
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renderOrder = RenderOrder.BEHIND,
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_BLOCKER"] }
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)
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@@ -18,6 +18,7 @@ class FixtureLogicSignalBulb : Electric {
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 1, 1),
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renderOrder = RenderOrder.BEHIND,
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nameFun = { Lang["ITEM_COPPER_BULB"] }
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)
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@@ -16,11 +16,12 @@ import org.dyn4j.geometry.Vector2
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*/
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class FixtureLogicSignalLatch : Electric, Reorientable {
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@Transient override val spawnNeedsFloor = true
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@Transient override val spawnNeedsFloor = false
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@Transient override val spawnNeedsWall = true
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 2, 3),
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renderOrder = RenderOrder.BEHIND,
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_LATCH"] }
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)
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@@ -16,11 +16,12 @@ import org.dyn4j.geometry.Vector2
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class FixtureLogicSignalRepeaterHorz : Electric, Reorientable {
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@Transient override val spawnNeedsFloor = true
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@Transient override val spawnNeedsFloor = false
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@Transient override val spawnNeedsWall = true
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 2, 1),
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renderOrder = RenderOrder.BEHIND,
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_REPEATER"] }
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)
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@@ -16,11 +16,12 @@ import org.dyn4j.geometry.Vector2
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*/
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class FixtureLogicSignalSwitchManual : Electric {
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@Transient override val spawnNeedsFloor = true
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@Transient override val spawnNeedsFloor = false
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@Transient override val spawnNeedsWall = true
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 1, 1),
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renderOrder = RenderOrder.BEHIND,
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_SWITCH"] }
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)
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@@ -74,11 +75,12 @@ class FixtureLogicSignalSwitchManual : Electric {
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*/
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class FixtureLogicSignalPushbutton : Electric {
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@Transient override val spawnNeedsFloor = true
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@Transient override val spawnNeedsFloor = false
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@Transient override val spawnNeedsWall = true
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 1, 1),
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renderOrder = RenderOrder.BEHIND,
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_PUSHBUTTON"] }
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)
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@@ -10,11 +10,11 @@ uniform sampler2D u_texture;
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uniform sampler2D u_wall;
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out vec4 fragColor;
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vec4 mult = vec4(0.0, 0.0, 0.0, 0.703);
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vec4 mult = vec4(0.0, 0.0, 0.0, 1.4142);
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void main() {
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vec4 backcol = texture(u_wall, v_texCoords);
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vec4 incol = texture(u_texture, v_texCoords);
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vec4 outcol = vec4(incol.rgb, backcol.a * pow(incol.a, 1.4142));
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vec4 outcol = vec4(incol.rgb, backcol.a * pow(incol.a, 2.0));
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fragColor = mult * outcol;
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}
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