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