pink-ify end portal shader
All checks were successful
Create zip and upload release / release (push) Successful in 40s

This commit is contained in:
Lea 2023-07-11 21:17:07 +02:00
parent 05a4a49de6
commit 6715f690ba

View file

@ -0,0 +1,74 @@
#version 150
#moj_import <matrix.glsl>
uniform sampler2D Sampler0;
uniform sampler2D Sampler1;
uniform float GameTime;
uniform int EndPortalLayers;
in vec4 texProj0;
// removed the `const` keyword here because we're going to modify these values in main()
vec3[] COLORS = vec3[](
vec3(0.022087, 0.098399, 0.110818), // weird foreground layer?
vec3(0.011892, 0.095924, 0.089485), // stars in background
vec3(0.027636, 0.101689, 0.100326), // also stars
vec3(0.046564, 0.109883, 0.114838), // more stars
vec3(0.064901, 0.117696, 0.097189), // the stars are getting bigger
vec3(0.063761, 0.086895, 0.123646), // take a guess
vec3(0.084817, 0.111994, 0.166380), // bigger stars
vec3(0.097489, 0.154120, 0.091064), // would almost consider them foreground objects now
vec3(0.106152, 0.131144, 0.195191), // .
vec3(0.097721, 0.110188, 0.187229), // .
vec3(0.133516, 0.138278, 0.148582), // !
vec3(0.070006, 0.243332, 0.235792), // !!
vec3(0.196766, 0.142899, 0.214696), // !!!
vec3(0.047281, 0.315338, 0.321970), // the turquoise thingies going from left to right
vec3(0.204675, 0.390010, 0.302066), // green things going from top to bottom
vec3(0.080955, 0.314821, 0.661491) // blue things going from right to left
);
const vec3 PINK = vec3(0.898, 0.541, 0.749);
const mat4 SCALE_TRANSLATE = mat4(
0.5, 0.0, 0.0, 0.25,
0.0, 0.5, 0.0, 0.25,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 end_portal_layer(float layer) {
mat4 translate = mat4(
1.0, 0.0, 0.0, 17.0 / layer,
0.0, 1.0, 0.0, (2.0 + layer / 1.5) * (GameTime * 1.5),
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat2 rotate = mat2_rotate_z(radians((layer * layer * 4321.0 + layer * 9.0) * 2.0));
mat2 scale = mat2((4.5 - layer / 4.0) * 2.0);
return mat4(scale * rotate) * translate * SCALE_TRANSLATE;
}
out vec4 fragColor;
void main() {
// start at 1 because we don't want to change the foreground noise here
for (int i = 1; i < 16; i++) {
float intensity = float(i) / 16.0;
COLORS[i] = mix(COLORS[i], PINK, intensity * 0.7);
}
// slightly shift foreground to pink as well :3
COLORS[0] = mix(COLORS[0], PINK, 0.15);
vec3 color = textureProj(Sampler0, texProj0).rgb * COLORS[0];
for (int i = 0; i < EndPortalLayers; i++) {
color += textureProj(Sampler1, texProj0 * end_portal_layer(float(i + 1))).rgb * COLORS[i];
}
fragColor = vec4(color, 1.0);
}