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lavaglow_heatwave.shader
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lavaglow_heatwave.shader
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#version 130
uniform mat2x4 color_xform;
uniform sampler2D palettetex;
uniform sampler2D framebuf;
uniform float palette;
uniform vec2 screensize;
uniform float timer;
uniform float waterheight;
uniform float playerglow_strength;
uniform vec2 playerPos;
uniform float level_param;
varying vec2 worldPos;
varying vec2 blurcoords[25];
varying vec2 screencoords;
varying vec2 ratio;
const vec4 light_color = vec4(1.0, 0.33, 0.0, 0.8); // r, g, b, a. the gradient light that is above (and on top) of the water
const float light_distance = 1.5; // less = farther distance
const vec4 glow_color = vec4(1.0, 0.80, 0.0, 0.5); // alpha is unused here. the color that white parts glow when near water
//const float glow_strength = 24; // how strong the glow effect is
const float glow_threshold = 0.00; // how bright the green channel needs to be to trigger a glow
const float glow_distance = .0015; // size of the glow
const float overexpose = 0.25; // colors more than full bright bleed into other channels to make stuff whiter
#if COMPILING_VERTEX_PROGRAM
void vert()
{
vec4 outcolor = gl_Color * color_xform[0] + color_xform[1];
vec2 palette_size = vec2(textureSize(palettetex, 0).xy);
gl_FrontColor = vec4(texture(palettetex, vec2((outcolor.r * 15.0 + 0.5) / palette_size.x, (palette + 0.5) / palette_size.y)).rgb, outcolor.a);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
worldPos = (gl_ModelViewMatrix * gl_Vertex).xy;
screencoords = (gl_Position.xy+vec2(1, 1)) * 0.5;
float scale_x = screensize.x / 1280.0;
float scale_y = screensize.y / 720.0;
float scale_min = min(scale_x, scale_y);
ratio = vec2(scale_min / scale_x, scale_min / scale_y);
ratio.y *= (1280.0 / 720.0);
blurcoords[0] = screencoords.xy + vec2(-2,-2) * ratio * glow_distance;
blurcoords[1] = screencoords.xy + vec2(-1,-2) * ratio * glow_distance;
blurcoords[2] = screencoords.xy + vec2( 0,-2) * ratio * glow_distance;
blurcoords[3] = screencoords.xy + vec2( 1,-2) * ratio * glow_distance;
blurcoords[4] = screencoords.xy + vec2( 2,-2) * ratio * glow_distance;
blurcoords[5] = screencoords.xy + vec2(-2,-1) * ratio * glow_distance;
blurcoords[6] = screencoords.xy + vec2(-1,-1) * ratio * glow_distance;
blurcoords[7] = screencoords.xy + vec2( 0,-1) * ratio * glow_distance;
blurcoords[8] = screencoords.xy + vec2( 1,-1) * ratio * glow_distance;
blurcoords[9] = screencoords.xy + vec2( 2,-1) * ratio * glow_distance;
blurcoords[10] = screencoords.xy + vec2(-2, 0) * ratio * glow_distance;
blurcoords[11] = screencoords.xy + vec2(-1, 0) * ratio * glow_distance;
blurcoords[12] = screencoords.xy + vec2( 0, 0) * ratio * glow_distance;
blurcoords[13] = screencoords.xy + vec2( 1, 0) * ratio * glow_distance;
blurcoords[14] = screencoords.xy + vec2( 2, 0) * ratio * glow_distance;
blurcoords[15] = screencoords.xy + vec2(-2, 1) * ratio * glow_distance;
blurcoords[16] = screencoords.xy + vec2(-1, 1) * ratio * glow_distance;
blurcoords[17] = screencoords.xy + vec2( 0, 1) * ratio * glow_distance;
blurcoords[18] = screencoords.xy + vec2( 1, 1) * ratio * glow_distance;
blurcoords[19] = screencoords.xy + vec2( 2, 1) * ratio * glow_distance;
blurcoords[20] = screencoords.xy + vec2(-2, 2) * ratio * glow_distance;
blurcoords[21] = screencoords.xy + vec2(-1, 2) * ratio * glow_distance;
blurcoords[22] = screencoords.xy + vec2( 0, 2) * ratio * glow_distance;
blurcoords[23] = screencoords.xy + vec2( 1, 2) * ratio * glow_distance;
blurcoords[24] = screencoords.xy + vec2( 2, 2) * ratio * glow_distance;
}
#elif COMPILING_FRAGMENT_PROGRAM
float hash(float x)
{
return fract(sin(x)*43758.5453);
}
float noise(float u)
{
vec3 x = vec3(u, 0, 0);
vec3 p = floor(x);
vec3 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
mix(hash(n + 57.0), hash(n + 58.0), f.x), f.y),
mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
mix(hash(n + 170.0), hash(n + 171.0), f.x), f.y),
f.z);
}
vec4 gblend(vec4 a, vec4 b)
{
return 1.0 - (1.0 - a) * (1.0 - b);
}
float overscreen(float a, float b)
{
return 1.0 - (1.0 - clamp(a, 0.0, 1.0)) * (1.0 - clamp(b, 0.0, 1.0)) + max(0.0, a - 1.0) + max(0.0, b - 1.0);
}
void frag()
{
// HEATWAVE STUFF ///////////////////////////////////////////////////////////////////
vec4 local_screencoords = gl_FragCoord;
local_screencoords.x /= screensize.x;
local_screencoords.y /= screensize.y;
float scale_x = screensize.x / 1280.0;
float scale_y = screensize.y / 720.0;
float scale_min = min(scale_x, scale_y);
vec2 ratio = vec2(scale_min / scale_x, scale_min / scale_y);
vec2 rippleval = vec2(0.0, sin(-timer * 8 + worldPos.y / 15.0) * 0.003 * ratio.y);
vec4 heatwave_color = texture(framebuf, screencoords.xy + rippleval);
/////////////////////////////////////////////////////////////////////////////////////
// SLUDGEGLOW2 STUFF ////////////////////////////////////////////////////////////////
float blurcolor = 0;
blurcolor += max(0, texture(framebuf, blurcoords[1 ]).g-glow_threshold) * 4.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[2 ]).g-glow_threshold) * 6.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[3 ]).g-glow_threshold) * 4.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[5 ]).g-glow_threshold) * 4.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[6 ]).g-glow_threshold) * 16.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[7 ]).g-glow_threshold) * 24.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[8 ]).g-glow_threshold) * 16.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[9 ]).g-glow_threshold) * 4.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[10]).g-glow_threshold) * 6.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[11]).g-glow_threshold) * 24.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[12]).g-glow_threshold) * 36.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[13]).g-glow_threshold) * 24.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[14]).g-glow_threshold) * 6.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[15]).g-glow_threshold) * 4.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[16]).g-glow_threshold) * 16.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[17]).g-glow_threshold) * 24.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[18]).g-glow_threshold) * 16.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[19]).g-glow_threshold) * 4.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[21]).g-glow_threshold) * 4.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[22]).g-glow_threshold) * 6.0 / 252.0;
blurcolor += max(0, texture(framebuf, blurcoords[23]).g-glow_threshold) * 4.0 / 252.0;
float dy = waterheight - worldPos.y;
dy += noise(worldPos.x / 32.0 + timer * 2 ) * 6;
dy += noise(worldPos.x / 16.0 + timer * -4.35) * 3;
dy += noise(worldPos.x / 8.0 + timer * 1 ) * 1.5;
float glowval = -(dy / 360.0);
glowval = glowval * light_distance;
glowval += 1;
glowval = clamp(glowval, 0.0, 1.0);
glowval = glowval * glowval;
vec2 playervec = playerPos - worldPos;
float dp = length(playervec);
float angle = dot(vec2(0, -1), playervec) / (dp) * 100;
float angle2 = dp;
dp += noise(dp / 32.0 + timer * 2 ) * 6;
dp += noise(dp / 16.0 + timer * -4.35) * 3;
dp += noise(dp / 8.0 + timer * 1 ) * 1.5;
dp += noise(angle / 32.0 + timer * 2 ) * 6;
dp += noise(angle / 16.0 + timer * -4.35) * 3;
dp += noise(angle / 8.0 + timer * 1 ) * 1.5;
dp = -(dp / 360.0);
float glowval2 = dp * light_distance / playerglow_strength;
glowval2 += 1;
glowval2 = clamp(glowval2, 0.0, 1.0);
glowval2 = glowval2 * glowval2 * playerglow_strength;
float dx = worldPos.x;
dx += noise(worldPos.y / 32.0 + timer * 2 ) * 6;
dx += noise(worldPos.y / 16.0 + timer * -4.35) * 3;
dx += noise(worldPos.y / 8.0 + timer * 1 ) * 1.5;
float glowval3 = -(dx / 360.0);
glowval3 = glowval3 * light_distance / (playerglow_strength * 4);
glowval3 += 1;
glowval3 = clamp(glowval3, 0.0, 1.0);
glowval3 = glowval3 * glowval3 * playerglow_strength * 1.5;
glowval = overscreen(glowval, glowval3);
glowval = overscreen(glowval, glowval2);
vec4 outcolor = heatwave_color;
outcolor = gblend(outcolor, mix(vec4(0.0), light_color * light_color.a, glowval));
vec4 glowcolor = (glow_color * glowval * level_param) * blurcolor;
outcolor = outcolor + glowcolor;
float extra_green = max(outcolor.g - 1.0, 0.0);
outcolor.r += extra_green * overexpose;
outcolor.b += extra_green * overexpose;
float extra_red = max(outcolor.r - 1.0, 0.0);
outcolor.g += extra_red * overexpose;
outcolor.b += extra_red * overexpose;
float extra_blue = max(outcolor.b - 1.0, 0.0);
outcolor.r += extra_blue * overexpose;
outcolor.g += extra_blue * overexpose;
/////////////////////////////////////////////////////////////////////////////////////
outcolor.a = gl_Color.a;
gl_FragColor = outcolor;
}
#endif