Lasers and cursors can be recolored
|
@ -18,6 +18,9 @@ local cursorGlowTopImages = {
|
||||||
gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_top_right.png", 0),
|
gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_top_right.png", 0),
|
||||||
}
|
}
|
||||||
|
|
||||||
|
local cursorGlowWhite = gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_white.png", 0);
|
||||||
|
local cursorGlowColor = gfx.CreateSkinImage("gameplay/crit_line/cursor_glow_color.png", 0);
|
||||||
|
|
||||||
local CRITBAR_W = 1080
|
local CRITBAR_W = 1080
|
||||||
local CRITBAR_H = 251
|
local CRITBAR_H = 251
|
||||||
|
|
||||||
|
@ -39,6 +42,11 @@ local drawCursors = function (centerX, centerY,cursors)
|
||||||
local cursorX = cursor.pos * (1 / scale) - cursorW / 2;
|
local cursorX = cursor.pos * (1 / scale) - cursorW / 2;
|
||||||
local cursorY = -cursorH / 2;
|
local cursorY = -cursorH / 2;
|
||||||
|
|
||||||
|
local glowAlpha = cursor.alpha;
|
||||||
|
if (i == 1) then glowAlpha = glowAlpha * 0.7; end
|
||||||
|
|
||||||
|
local r, g, b = game.GetLaserColor(i);
|
||||||
|
|
||||||
gfx.ImageRect(
|
gfx.ImageRect(
|
||||||
cursorX,
|
cursorX,
|
||||||
cursorY,
|
cursorY,
|
||||||
|
@ -54,11 +62,23 @@ local drawCursors = function (centerX, centerY,cursors)
|
||||||
cursorY,
|
cursorY,
|
||||||
cursorW,
|
cursorW,
|
||||||
cursorH,
|
cursorH,
|
||||||
cursorGlowBottomImages[i+1],
|
cursorGlowWhite,
|
||||||
cursor.alpha,
|
glowAlpha,
|
||||||
0
|
0
|
||||||
);
|
);
|
||||||
|
|
||||||
|
gfx.SetImageTint(r, g, b);
|
||||||
|
gfx.ImageRect(
|
||||||
|
cursorX,
|
||||||
|
cursorY,
|
||||||
|
cursorW,
|
||||||
|
cursorH,
|
||||||
|
cursorGlowColor,
|
||||||
|
glowAlpha,
|
||||||
|
0
|
||||||
|
);
|
||||||
|
|
||||||
|
gfx.SetImageTint(255, 255, 255);
|
||||||
gfx.ImageRect(
|
gfx.ImageRect(
|
||||||
cursorX,
|
cursorX,
|
||||||
cursorY,
|
cursorY,
|
||||||
|
@ -74,11 +94,23 @@ local drawCursors = function (centerX, centerY,cursors)
|
||||||
cursorY,
|
cursorY,
|
||||||
cursorW,
|
cursorW,
|
||||||
cursorH,
|
cursorH,
|
||||||
cursorGlowTopImages[i+1],
|
cursorGlowWhite,
|
||||||
cursor.alpha,
|
glowAlpha,
|
||||||
0
|
0
|
||||||
);
|
);
|
||||||
|
|
||||||
|
gfx.SetImageTint(r, g, b);
|
||||||
|
gfx.ImageRect(
|
||||||
|
cursorX,
|
||||||
|
cursorY,
|
||||||
|
cursorW,
|
||||||
|
cursorH,
|
||||||
|
cursorGlowColor,
|
||||||
|
glowAlpha,
|
||||||
|
0
|
||||||
|
);
|
||||||
|
|
||||||
|
gfx.SetImageTint(255, 255, 255);
|
||||||
gfx.Restore();
|
gfx.Restore();
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -20,10 +20,27 @@ uniform int hitState;
|
||||||
|
|
||||||
const float laserSize = 1.0675;
|
const float laserSize = 1.0675;
|
||||||
|
|
||||||
|
vec3 rgb2hsv(vec3 c)
|
||||||
|
{
|
||||||
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||||
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||||
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||||||
|
|
||||||
|
float d = q.x - min(q.w, q.y);
|
||||||
|
float e = 1.0e-10;
|
||||||
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 hsv2rgb(vec3 c)
|
||||||
|
{
|
||||||
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||||
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||||
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
if (laserPart == 1) {
|
if (laserPart == 1) {
|
||||||
target = texture(mainTex, fsTex);
|
target = texture(mainTex, fsTex);
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -40,8 +57,26 @@ void main() {
|
||||||
x += (laserSize / 2);
|
x += (laserSize / 2);
|
||||||
|
|
||||||
float y = 0.25 * ceil(float(hitState)) + 0.01;
|
float y = 0.25 * ceil(float(hitState)) + 0.01;
|
||||||
|
vec4 channels = texture(mainTex, vec2(x, y));
|
||||||
|
|
||||||
float visiblityMultiplier = 1;
|
vec3 baseColor = color.rgb * channels.g;
|
||||||
|
vec3 baseHsv = rgb2hsv(baseColor);
|
||||||
|
|
||||||
target = texture(mainTex, vec2(x, y)) * vec4(visiblityMultiplier,visiblityMultiplier,visiblityMultiplier,1);
|
float h = baseHsv.x;
|
||||||
|
|
||||||
|
float hilightHue = 0.0;
|
||||||
|
if (h < 2.0 / 12.0)
|
||||||
|
hilightHue = 1.0 - smoothstep(0, 1.0 / 12.0, h);
|
||||||
|
else hilightHue = smoothstep(2.0 / 12.0, 6.0 / 12.0, h);
|
||||||
|
|
||||||
|
hilightHue = mod((280.0 / 360.0) + (hilightHue * 140.0 / 360.0), 1.0);
|
||||||
|
vec3 hilightColor = hsv2rgb(vec3(hilightHue, 1, 1));
|
||||||
|
|
||||||
|
baseColor = baseColor * (1.0 - channels.b) + vec3(channels.b);
|
||||||
|
|
||||||
|
//hilightColor = hilightColor * channels.r;
|
||||||
|
|
||||||
|
vec3 mixedColor = clamp(mix(baseColor, hilightColor, channels.r), 0.0, 1.0);
|
||||||
|
|
||||||
|
target = vec4(mixedColor, 1);
|
||||||
}
|
}
|
After Width: | Height: | Size: 37 KiB |
After Width: | Height: | Size: 21 KiB |
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 43 KiB |
Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 49 KiB |
Before Width: | Height: | Size: 1.6 KiB After Width: | Height: | Size: 5.3 KiB |
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 5.3 KiB |
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 975 B After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 19 KiB |