Updated forge.
Tweaked shader. Cancel build mode with esc, e, leftclick. Added breaking blocks with buildmodes.
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@@ -97,12 +97,23 @@ void main() {
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float b = color.b * gl_Color.b;
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float a = color.a; // Ignore gl_Color.a as we don't want to make use of that for the dissolve effect
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float pulse = (sin(time / 10.0) + 1.0) / 2.0;
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vec4 pulseColor = texture2D(mask, maskcoord + time / 1000.0);
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vec4 pulseColor2 = texture2D(mask, vec2(maskcoord.x - time / 1300.0, maskcoord.y - time / 1300.0));
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r -= 0.1;
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g += 0.0;
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b += 0.1;
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float pulse = (sin(time / 5.0) + 1.0) / 2.0;
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pulse = 1.0;//pulse / 2.0 + 0.5;
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vec4 pulseColor = texture2D(mask, maskcoord + time / 400.0);
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vec4 pulseColor2 = texture2D(mask, vec2(maskcoord.x - time / 400.0, maskcoord.y - time / 400.0));
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float pulseGreyScale = pulseColor.r + pulseColor2.r / 2.0;
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g += (1.0 - g) * pulseGreyScale * pulse * 0.2;
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b += (1.0 - b) * pulseGreyScale * pulse;
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r -= r * pulseColor.r * pulse * 0.2;
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g += (1.0 - g) * pulseColor.r * pulse * 0.2;
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b += (1.0 - b) * pulseColor.r * pulse * 0.8;
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r -= r * pulseColor2.r * pulse * 0.4;
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g += (1.0 - g) * pulseColor2.r * pulse * 0.2;
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b += (1.0 - b) * pulseColor2.r * pulse;
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// float exr1 = sin(texcoord.x * 2 + texcoord.y * 10 + time * 0.035);
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// float exr2 = sin(texcoord.x * 20 + texcoord.y * 2 + time * 0.15);
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@@ -119,9 +130,9 @@ void main() {
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// g -= exr;
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if(highlight == 1) {
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r -= 0.2;
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r += 0.0;
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g += 0.1;
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b -= 0.2;
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g -= 0.2;
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}
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r = max(0, min(1, r));
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