glow shader works better, changed way of loading assets, default song set up
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Before Width: | Height: | Size: 9.0 KiB |
BIN
android/assets/music/Alan Walker - Spectre.mp3
Executable file
@@ -11,7 +11,7 @@ max: 50
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lowMin: 0.0
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lowMax: 0.0
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highMin: 45.0
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highMax: 70.0
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highMax: 60.0
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relative: false
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scalingCount: 3
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scaling0: 1.0
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@@ -125,9 +125,9 @@ timeline0: 0.0
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active: false
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- Tint -
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colorsCount: 3
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colors0: 0.7411765
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colors1: 0.20392157
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colors2: 0.0
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colors0: 1.0
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colors1: 0.6627451
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colors2: 0.23921569
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timelineCount: 1
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timeline0: 0.0
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- Transparency -
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@@ -138,13 +138,13 @@ highMax: 1.0
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relative: false
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scalingCount: 5
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scaling0: 0.21052632
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scaling1: 0.5263158
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scaling1: 0.45614034
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scaling2: 0.54385966
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scaling3: 0.45614034
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scaling4: 0.0
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timelineCount: 5
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timeline0: 0.0
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timeline1: 0.38356164
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timeline1: 0.56164384
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timeline2: 0.67808217
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timeline3: 0.7671233
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timeline4: 1.0
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@@ -14,20 +14,20 @@ uniform sampler2D u_texture;
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uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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void main() {
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vec2 tex_offset = 1.0 /textureSize(u_texture, 0);
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vec3 result = texture(u_texture, vTexCoord).rgb * weight[0];
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if (horizontal == 1) {
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for (int i = 1; i < 5; ++i) {
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result += texture(u_texture, vTexCoord + vec2(tex_offset.x *i, 0.0)).rgb * weight[i];
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result += texture(u_texture, vTexCoord - vec2(tex_offset.x *i, 0.0)).rgb * weight[i];
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}
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} else {
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for (int i = 1; i < 5; ++i) {
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result += texture(u_texture, vTexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(u_texture, vTexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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}
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gl_FragColor = vec4(result, 1.0);
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}
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vec2 tex_offset = 1.0 / textureSize(u_texture, 0);
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vec3 result = texture(u_texture, vTexCoord).rgb * weight[0];
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if (horizontal == 1) {
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for (int i = 1; i < 5; ++i) {
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result += texture(u_texture, vTexCoord + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(u_texture, vTexCoord - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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} else {
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for (int i = 1; i < 5; ++i) {
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result += texture(u_texture, vTexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(u_texture, vTexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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}
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gl_FragColor = vec4(result, 1.0);
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}
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BIN
android/assets/splashlogo.png
Executable file
After Width: | Height: | Size: 31 KiB |