began working on inverted gameplay

This commit is contained in:
2017-06-07 23:19:41 -05:00
parent 571c93b77f
commit d0cf02e19a
42 changed files with 125 additions and 34 deletions

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@@ -118,9 +118,9 @@ active: false
active: false
- Tint -
colorsCount: 3
colors0: 0.14901961
colors1: 0.14901961
colors2: 0.14901961
colors0: 0.15294118
colors1: 0.85882354
colors2: 1.0
timelineCount: 1
timeline0: 0.0
- Transparency -
@@ -147,7 +147,7 @@ timeline5: 1.0
attached: false
continuous: true
aligned: false
additive: false
additive: true
behind: false
premultipliedAlpha: false
- Image Path -

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@@ -0,0 +1,79 @@
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#define M_PI 3.1415926535897932384626433832795
//#define time (time * time * 0.05)
vec2 rand2(vec2 p)
{
p = vec2(dot(p, vec2(102.9898,78.233)), dot(p, vec2(26.65125, 83.054543)));
return fract(sin(p) * 43758.5453);
}
float rand(vec2 p)
{
return fract(sin(dot(p.xy ,vec2(505.90898,18.233))) * 43037.5453);
}
// Thanks to David Hoskins https://www.shadertoy.com/view/4djGRh
float stars(in vec2 x, float numCells, float size, float br)
{
vec2 n = x * numCells;
vec2 f = floor(n);
float d = 1.0e10;
for (int i = -1; i <= 1; ++i)
{
for (int j = -1; j <= 1; ++j)
{
vec2 g = f + vec2(float(i), float(j));
g = n - g - rand2(mod(g, numCells)) + rand(g);
// Control size
g *= 1. / (numCells * size);
d = min(d, dot(g, g));
}
}
return br * (smoothstep(.95, 1., (1. - sqrt(d))));
}
void main()
{
float res = max(resolution.y, resolution.y);
vec2 coord = gl_FragCoord.xy / resolution;
vec2 tmp = coord;
coord.x = tmp.y;
coord.y = tmp.x;
vec3 result = vec3(0.);
result += stars(vec2(coord.x + time * 2.00,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
result += stars(vec2(coord.x + time * 1.10,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
result += stars(vec2(coord.x + time * 0.8,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
result += stars(vec2(coord.x + time * 0.5,coord.y) , 2., 0.09, 2.) * vec3(.74, .74, .74);
result += stars(vec2(coord.x + time * 0.2,coord.y) , 4., 0.08, 2.) * vec3(.74, .74, .74);
result += stars(vec2(coord.x + time * 0.05,coord.y), 8., 0.05, 1.) * vec3(.74, .74, .74);
result += stars(vec2(coord.x + time * 0.025,coord.y), 10., 0.05,0.8) * vec3(.95, .95, .95);
result += stars(coord , 20., 0.025, 0.5) * vec3(.9, .9, .95);
gl_FragColor = vec4(result,1.);
// bar layer open scene ;
// vec2 bl = gl_FragCoord.xy / resolution.xy;
// 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);
}