mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
particle fading shader
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@@ -1,8 +1,11 @@
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package net.torvald.terrarum.gameparticles
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.*
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import net.torvald.terrarum.gameactors.Actor
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import net.torvald.terrarum.gameactors.Hitbox
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@@ -93,8 +96,22 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, var despawnUponCollision
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fun defaultDrawFun(frameDelta: Float, batch: SpriteBatch, drawJob: (x: Float, y: Float) -> Unit) {
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val oldColour = batch.color.cpy()
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if (!flagDespawn) {
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App.getCurrentDitherTex().bind(1)
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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batch.shader = IngameRenderer.shaderBayerAlpha
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batch.shader.setUniformi("frame", App.GLOBAL_RENDER_TIMER.toInt() % 16)
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// batch.shader.setUniformi("frame", App.GLOBAL_RENDER_TIMER.toInt() % 16)
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// batch.shader.setUniformMatrix("u_projTrans", projMat)
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batch.shader.setUniformi("u_texture", 0)
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batch.shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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batch.shader.setUniformi("u_pattern", 1)
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batch.shader.setUniformMatrix4fv("swizzler", swizzler, rng.nextInt(24), 16*4)
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batch.color = drawColour
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drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
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drawJob(x, y)
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@@ -103,7 +120,41 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, var despawnUponCollision
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batch.color = oldColour
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}
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private val rng = HQRNG()
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open fun dispose() {
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}
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companion object {
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private val swizzler = floatArrayOf(
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1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f,
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1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f,
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1f,0f,0f,0f, 0f,0f,1f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f,
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1f,0f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f,
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1f,0f,0f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f, 0f,0f,1f,0f,
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1f,0f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f, 0f,1f,0f,0f,
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0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f,
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0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f,
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0f,1f,0f,0f, 0f,0f,1f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f,
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0f,1f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f,
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0f,1f,0f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f, 0f,0f,1f,0f,
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0f,1f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f, 1f,0f,0f,0f,
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0f,0f,1f,0f, 1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f,
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0f,0f,1f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f,
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0f,0f,1f,0f, 0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f,
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0f,0f,1f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f,
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0f,0f,1f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f, 0f,1f,0f,0f,
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0f,0f,1f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f, 1f,0f,0f,0f,
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0f,0f,0f,1f, 1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,1f,0f,
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0f,0f,0f,1f, 1f,0f,0f,0f, 0f,0f,1f,0f, 0f,1f,0f,0f,
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0f,0f,0f,1f, 0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,1f,0f,
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0f,0f,0f,1f, 0f,1f,0f,0f, 0f,0f,1f,0f, 1f,0f,0f,0f,
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0f,0f,0f,1f, 0f,0f,1f,0f, 1f,0f,0f,0f, 0f,1f,0f,0f,
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0f,0f,0f,1f, 0f,0f,1f,0f, 0f,1f,0f,0f, 1f,0f,0f,0f,
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)
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}
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}
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@@ -146,7 +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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shaderBayerAlpha = App.loadShaderFromClasspath("shaders/default.vert", "shaders/alphadither.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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@@ -33,13 +33,13 @@ import kotlin.system.measureTimeMillis
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*/
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class BTeXTest : ApplicationAdapter() {
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val filePath = "btex.btxbook"
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// val filePath = "btex.btxbook"
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// val filePath = "btex_ko.xml"
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// val filePath = "test.xml"
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// val filePath = "literature/en/daniel_defoe_robinson_crusoe.xml"
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// val filePath = "literature/ruRU/anton_chekhov_palata_no_6.xml"
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// val filePath = "literature/koKR/yisang_nalgae.xml"
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// val filePath = "literature/koKR/yisang_geonchukmuhanyukmyeongakche.xml"
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val filePath = "literature/koKR/yisang_geonchukmuhanyukmyeongakche.xml"
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private var serialise = true
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55
src/shaders/alphadither.frag
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55
src/shaders/alphadither.frag
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@@ -0,0 +1,55 @@
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/**
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* Blue Noise texture created by Christoph Peters, released under CC0
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* http://momentsingraphics.de/BlueNoise.html
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*/
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#ifdef GL_ES
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precision mediump float;
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#endif
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vec4 gammaIn(vec4 col) {
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return pow(col, vec4(2.2));
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}
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vec4 gammaOut(vec4 col) {
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return pow(col, vec4(1.0 / 2.2));
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}
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in vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform sampler2D u_pattern;
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uniform ivec2 rnd = ivec2(0,0);
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uniform mat4 swizzler = mat4(
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1.0,0.0,0.0,0.0,
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0.0,1.0,0.0,0.0,
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0.0,0.0,1.0,0.0,
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0.0,0.0,0.0,1.0
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);
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uniform float quant = 1.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantVec = vec4(quant);
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vec4 invQuant = vec4(1.0 / quant);
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out vec4 fragColor;
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const vec2 boolean = vec2(0.0, 1.0);
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const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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float nearestAlpha(float alpha) {
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return min(1.0, max(0.0, floor(alpha + 0.5)));
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}
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void main(void) {
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vec4 particleCol = vec4(v_color.rgb, smoothstep(0.0, 1.0, v_color.a));
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vec4 inColor = particleCol * texture(u_texture, v_texCoords);
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float bayerThreshold = (swizzler * vec4(texture(u_pattern, (gl_FragCoord.xy + rnd) * patternsize))).r;
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float alpha = nearestAlpha((inColor.a * 256.0 / 255.0) - (1.0 / 255.0) + (bayerThreshold - 0.5));
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fragColor = inColor * boolean.yyyx + alpha * boolean.xxxy;
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}
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