glow shader works better, changed way of loading assets, default song set up

This commit is contained in:
2017-10-08 19:07:34 -05:00
parent 4c329e8d8f
commit 6d135e3b2b
21 changed files with 255 additions and 82 deletions

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@@ -11,7 +11,7 @@ max: 50
lowMin: 0.0
lowMax: 0.0
highMin: 45.0
highMax: 70.0
highMax: 60.0
relative: false
scalingCount: 3
scaling0: 1.0
@@ -125,9 +125,9 @@ timeline0: 0.0
active: false
- Tint -
colorsCount: 3
colors0: 0.7411765
colors1: 0.20392157
colors2: 0.0
colors0: 1.0
colors1: 0.6627451
colors2: 0.23921569
timelineCount: 1
timeline0: 0.0
- Transparency -
@@ -138,13 +138,13 @@ highMax: 1.0
relative: false
scalingCount: 5
scaling0: 0.21052632
scaling1: 0.5263158
scaling1: 0.45614034
scaling2: 0.54385966
scaling3: 0.45614034
scaling4: 0.0
timelineCount: 5
timeline0: 0.0
timeline1: 0.38356164
timeline1: 0.56164384
timeline2: 0.67808217
timeline3: 0.7671233
timeline4: 1.0

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@@ -14,20 +14,20 @@ uniform sampler2D u_texture;
uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
void main() {
vec2 tex_offset = 1.0 /textureSize(u_texture, 0);
vec3 result = texture(u_texture, vTexCoord).rgb * weight[0];
if (horizontal == 1) {
for (int i = 1; i < 5; ++i) {
result += texture(u_texture, vTexCoord + vec2(tex_offset.x *i, 0.0)).rgb * weight[i];
result += texture(u_texture, vTexCoord - vec2(tex_offset.x *i, 0.0)).rgb * weight[i];
}
} else {
for (int i = 1; i < 5; ++i) {
result += texture(u_texture, vTexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(u_texture, vTexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
gl_FragColor = vec4(result, 1.0);
}
vec2 tex_offset = 1.0 / textureSize(u_texture, 0);
vec3 result = texture(u_texture, vTexCoord).rgb * weight[0];
if (horizontal == 1) {
for (int i = 1; i < 5; ++i) {
result += texture(u_texture, vTexCoord + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(u_texture, vTexCoord - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
} else {
for (int i = 1; i < 5; ++i) {
result += texture(u_texture, vTexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(u_texture, vTexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
gl_FragColor = vec4(result, 1.0);
}

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android/assets/splashlogo.png Executable file

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