minor progress on background shader

This commit is contained in:
Harrison Deng 2017-06-14 00:16:24 -05:00
parent 7a0a7c9b14
commit fe6bd86632
4 changed files with 7 additions and 16 deletions

View File

@ -1,8 +1,8 @@
#extension GL_OES_standard_derivatives : enable #extension GL_OES_standard_derivatives : enable
varying float vTime; varying float vTime;
varying vec2 vResolution;
#define M_PI 3.1415926535897932384626433832795 #define M_PI 3.1415926535897932384626433832795
varying vec2 vTexCoord;
//#define vTime (vTime * vTime * 0.05) //#define vTime (vTime * vTime * 0.05)
@ -42,10 +42,7 @@ float stars(in vec2 x, float numCells, float size, float br)
void main() void main()
{ {
vec2 coord = vTexCoord;
float res = max(vResolution.y, vResolution.y);
vec2 coord = gl_FragCoord.xy / vResolution;
vec2 tmp = coord; vec2 tmp = coord;
@ -64,7 +61,8 @@ void main()
gl_FragColor = vec4(result,1.); gl_FragColor = vec4(result, 1.0);
// gl_FragColor = vec4(1.0*(vTexCoord.x/vResolution.x), 0.0, 0.0, 1.0);
@ -72,7 +70,4 @@ void main()
// vec2 bl = gl_FragCoord.xy / vResolution.xy; // vec2 bl = gl_FragCoord.xy / vResolution.xy;
// if(bl.y>.50-min(vTime/20.,0.4) ^^ bl.y<0.50+min(vTime/20.0,.4)) gl_FragColor = vec4(0.0,sqrt(coord.y+0.1),0.3,1.0); // if(bl.y>.50-min(vTime/20.,0.4) ^^ bl.y<0.50+min(vTime/20.0,.4)) gl_FragColor = vec4(0.0,sqrt(coord.y+0.1),0.3,1.0);
} }

View File

@ -4,17 +4,14 @@ attribute vec2 a_texCoord0;
uniform mat4 u_projTrans; uniform mat4 u_projTrans;
uniform float time; uniform float time;
uniform vec2 resolution;
varying vec4 vColor; varying vec4 vColor;
varying vec2 vTexCoord; varying vec2 vTexCoord;
varying float vTime; varying float vTime;
varying vec2 vResolution;
void main() { void main() {
vColor = a_color; vColor = a_color;
vTexCoord = a_texCoord0; vTexCoord = a_texCoord0;
vTime = time; vTime = time;
vResolution = resolution;
gl_Position = u_projTrans * a_position; gl_Position = u_projTrans * a_position;
} }

View File

@ -128,6 +128,8 @@ public class Polyjet extends Game {
assetManager.load("shard.png", Texture.class); assetManager.load("shard.png", Texture.class);
assetManager.load("bar.png", Texture.class); assetManager.load("bar.png", Texture.class);
assetManager.load("flake.png", Texture.class); assetManager.load("flake.png", Texture.class);
assetManager.load("star_bg.png", Texture.class);
// assetManager.load("");
} }
public void generateFonts() { public void generateFonts() {
initComplete = true; initComplete = true;

View File

@ -32,8 +32,6 @@ public class GamePlayArea extends Stage {
private ShaderProgram invert; private ShaderProgram invert;
private ShaderProgram bgShader; private ShaderProgram bgShader;
private Vector2 resolution;
private float timePassed; private float timePassed;
private Texture background; private Texture background;
@ -83,7 +81,6 @@ public class GamePlayArea extends Stage {
if (bgShader.getLog().length()!=0) { if (bgShader.getLog().length()!=0) {
System.out.println(bgShader.getLog()); System.out.println(bgShader.getLog());
} }
resolution = new Vector2(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
} else { } else {
//TODO prepare background rendering without shader //TODO prepare background rendering without shader
} }
@ -110,8 +107,8 @@ public class GamePlayArea extends Stage {
if (bgShader != null) { if (bgShader != null) {
timePassed += delta; timePassed += delta;
bgShader.setUniformf("time", timePassed); bgShader.setUniformf("time", timePassed);
bgShader.setUniformf("resolution", resolution);
} }
collisionDetector.collisionCheck(); collisionDetector.collisionCheck();
ec.deathClean(); ec.deathClean();