began working on inverted gameplay
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@@ -118,9 +118,9 @@ active: false
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active: false
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- Tint -
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colorsCount: 3
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colors0: 0.14901961
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colors1: 0.14901961
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colors2: 0.14901961
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colors0: 0.15294118
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colors1: 0.85882354
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colors2: 1.0
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timelineCount: 1
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timeline0: 0.0
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- Transparency -
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@@ -147,7 +147,7 @@ timeline5: 1.0
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attached: false
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continuous: true
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aligned: false
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additive: false
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additive: true
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behind: false
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premultipliedAlpha: false
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- Image Path -
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79
android/assets/shaders/star_frag.glsl
Executable file
@@ -0,0 +1,79 @@
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#extension GL_OES_standard_derivatives : enable
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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#define M_PI 3.1415926535897932384626433832795
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//#define time (time * time * 0.05)
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vec2 rand2(vec2 p)
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{
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p = vec2(dot(p, vec2(102.9898,78.233)), dot(p, vec2(26.65125, 83.054543)));
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return fract(sin(p) * 43758.5453);
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}
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float rand(vec2 p)
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{
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return fract(sin(dot(p.xy ,vec2(505.90898,18.233))) * 43037.5453);
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}
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// Thanks to David Hoskins https://www.shadertoy.com/view/4djGRh
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float stars(in vec2 x, float numCells, float size, float br)
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{
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vec2 n = x * numCells;
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vec2 f = floor(n);
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float d = 1.0e10;
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for (int i = -1; i <= 1; ++i)
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{
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for (int j = -1; j <= 1; ++j)
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{
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vec2 g = f + vec2(float(i), float(j));
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g = n - g - rand2(mod(g, numCells)) + rand(g);
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// Control size
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g *= 1. / (numCells * size);
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d = min(d, dot(g, g));
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}
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}
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return br * (smoothstep(.95, 1., (1. - sqrt(d))));
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}
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void main()
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{
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float res = max(resolution.y, resolution.y);
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vec2 coord = gl_FragCoord.xy / resolution;
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vec2 tmp = coord;
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coord.x = tmp.y;
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coord.y = tmp.x;
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vec3 result = vec3(0.);
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result += stars(vec2(coord.x + time * 2.00,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + time * 1.10,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + time * 0.8,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + time * 0.5,coord.y) , 2., 0.09, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + time * 0.2,coord.y) , 4., 0.08, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + time * 0.05,coord.y), 8., 0.05, 1.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + time * 0.025,coord.y), 10., 0.05,0.8) * vec3(.95, .95, .95);
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result += stars(coord , 20., 0.025, 0.5) * vec3(.9, .9, .95);
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gl_FragColor = vec4(result,1.);
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// bar layer open scene ;
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// vec2 bl = gl_FragCoord.xy / resolution.xy;
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// if(bl.y>.50-min(time/20.,0.4) ^^ bl.y<0.50+min(time/20.0,.4)) gl_FragColor = vec4(0.0,sqrt(coord.y+0.1),0.3,1.0);
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}
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