Updated forge.

Tweaked shader.
Cancel build mode with esc, e, leftclick.
Added breaking blocks with buildmodes.
This commit is contained in:
Christian Knaapen
2019-02-06 03:53:25 +01:00
parent dfc2b11e94
commit 7321d1af01
15 changed files with 113 additions and 38 deletions

View File

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

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