diff options
Diffstat (limited to 'client')
-rw-r--r-- | client/map/progress.gdshader | 26 | ||||
-rw-r--r-- | client/map/tiles/conveyor_direction.gdshader | 14 | ||||
-rw-r--r-- | client/menu/blur_mix.gdshader | 4 | ||||
-rw-r--r-- | client/menu/grayscale.gdshader | 8 | ||||
-rw-r--r-- | client/menu/menu_background.gdshader | 20 | ||||
-rw-r--r-- | client/menu/setup.tscn | 2 | ||||
-rw-r--r-- | client/player/interact_marker.gdshader | 36 |
7 files changed, 56 insertions, 54 deletions
diff --git a/client/map/progress.gdshader b/client/map/progress.gdshader index 2ce33dd6..a5ebf575 100644 --- a/client/map/progress.gdshader +++ b/client/map/progress.gdshader @@ -1,6 +1,6 @@ /* Hurry Curry! - a game about cooking - Copyright 2024 metamuffin + Copyright 2024 nokoe Copyright 2024 tpart This program is free software: you can redistribute it and/or modify @@ -23,18 +23,18 @@ uniform float progress = 0.; uniform bool bad = false; void fragment() { - vec3 color = vec3(0., .5, 0.); - float alpha_fac = 1.; - if (bad) { - color = vec3(1., 0., 0.); - alpha_fac = sin(TIME * 15.) * .5 + 1.; - } - if (UV.x > progress) { - ALPHA = 1.; - color = vec3(0.1, 0.1, 0.1); - } - ALPHA *= alpha_fac; - ALBEDO = color; + vec3 color = vec3(0., .5, 0.); + float alpha_fac = 1.; + if (bad) { + color = vec3(progress, 1. - progress, 0.); + alpha_fac = (sin(TIME * 15.) + 1.) * .5; + } + if (UV.x > progress) { + ALPHA = 1.; + color = vec3(0.1, 0.1, 0.1); + } + ALPHA *= alpha_fac; + ALBEDO = color; } void vertex() { diff --git a/client/map/tiles/conveyor_direction.gdshader b/client/map/tiles/conveyor_direction.gdshader index 7b3565e6..f2bf8154 100644 --- a/client/map/tiles/conveyor_direction.gdshader +++ b/client/map/tiles/conveyor_direction.gdshader @@ -24,11 +24,11 @@ uniform float speed = 1.; uniform float alpha_fac = 1.; void fragment() { - ALBEDO = vec3(1., 1., 0.); - vec2 uv = UV.xy; - uv.x = abs(2. * uv.x - 1.); - float alpha = step( - mod(uv.y - TIME * speed + angle * uv.x, frequency), width - ); - ALPHA = alpha * alpha_fac; + ALBEDO = vec3(1., 1., 0.); + vec2 uv = UV.xy; + uv.x = abs(2. * uv.x - 1.); + float alpha = step( + mod(uv.y - TIME * speed + angle * uv.x, frequency), width + ); + ALPHA = alpha * alpha_fac; } diff --git a/client/menu/blur_mix.gdshader b/client/menu/blur_mix.gdshader index 668ef57d..706903d5 100644 --- a/client/menu/blur_mix.gdshader +++ b/client/menu/blur_mix.gdshader @@ -23,6 +23,6 @@ uniform vec4 color_over: source_color; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; void fragment() { - vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount); - COLOR = mix(blurred, color_over, mix_amount); + vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount); + COLOR = mix(blurred, color_over, mix_amount); }
\ No newline at end of file diff --git a/client/menu/grayscale.gdshader b/client/menu/grayscale.gdshader index 7c11b777..cc132c54 100644 --- a/client/menu/grayscale.gdshader +++ b/client/menu/grayscale.gdshader @@ -18,8 +18,8 @@ shader_type canvas_item; void fragment() { - float brightness = 0.2126 * COLOR.r + 0.7152 * COLOR.g + 0.0722 * COLOR.b; - brightness = (brightness - .5) * 2.; - COLOR.rgb = vec3(brightness); - COLOR.a *= 1. - brightness; + float brightness = 0.2126 * COLOR.r + 0.7152 * COLOR.g + 0.0722 * COLOR.b; + brightness = (brightness - .5) * 2.; + COLOR.rgb = vec3(brightness); + COLOR.a *= 1. - brightness; } diff --git a/client/menu/menu_background.gdshader b/client/menu/menu_background.gdshader index 763c7b42..e6365dfa 100644 --- a/client/menu/menu_background.gdshader +++ b/client/menu/menu_background.gdshader @@ -22,14 +22,14 @@ uniform vec3 ccloud : source_color; uniform vec3 csky : source_color; void fragment() { - vec2 uv = UV * 0.9; - uv += TIME * vec2(0.001,0.002); - - float f = texture(noise, uv).x; - f = 1. - f; - f = pow(f, 1.5); - f = floor(f*5.)/5.; - f = pow(f, 2.); - - ALBEDO = mix(csky, ccloud, f); + vec2 uv = UV * 0.9; + uv += TIME * vec2(0.001,0.002); + + float f = texture(noise, uv).x; + f = 1. - f; + f = pow(f, 1.5); + f = floor(f*5.)/5.; + f = pow(f, 2.); + + ALBEDO = mix(csky, ccloud, f); } diff --git a/client/menu/setup.tscn b/client/menu/setup.tscn index 5ef6a260..04064966 100644 --- a/client/menu/setup.tscn +++ b/client/menu/setup.tscn @@ -91,6 +91,8 @@ layout_mode = 1 anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 +offset_right = 1152.0 +offset_bottom = 648.0 grow_horizontal = 2 grow_vertical = 2 follow_focus = true diff --git a/client/player/interact_marker.gdshader b/client/player/interact_marker.gdshader index 1a1b9c63..eee76270 100644 --- a/client/player/interact_marker.gdshader +++ b/client/player/interact_marker.gdshader @@ -23,22 +23,22 @@ uniform float pulse_speed = 4.; uniform bool interactive = false; void fragment() { - if (interactive) { - ALBEDO = vec3(15., 0., 0.); - } else { - ALBEDO = vec3(.1, .1, .1); - } - vec2 uv = abs(2. * UV.xy - 1.); - float m_length = marker_length / max_width; - float anim; - if (interactive) { - anim = sin(TIME * pulse_speed) * .5 + 1.; - } else { - anim = .5; - } - float alpha = step( - 1. - max_width * anim, max(uv.x, uv.y)) - * step(1. - max_width * m_length, min(uv.x, uv.y) - ); - ALPHA = alpha; + if (interactive) { + ALBEDO = vec3(15., 0., 0.); + } else { + ALBEDO = vec3(.1, .1, .1); + } + vec2 uv = abs(2. * UV.xy - 1.); + float m_length = marker_length / max_width; + float anim; + if (interactive) { + anim = sin(TIME * pulse_speed) * .5 + 1.; + } else { + anim = .5; + } + float alpha = step( + 1. - max_width * anim, max(uv.x, uv.y)) + * step(1. - max_width * m_length, min(uv.x, uv.y) + ); + ALPHA = alpha; } |