From 58981fd8ed8cce6cd457e6df0d857d425daa5e57 Mon Sep 17 00:00:00 2001 From: "Zed A. Shaw" Date: Sun, 20 Apr 2025 22:53:43 -0400 Subject: [PATCH] Setting up to have a fire attack and lightning attack. --- assets/shaders.json | 4 ++ assets/shaders/lightning_attack.frag | 77 ++++++++++++++++++++++++++++ systems.cpp | 2 +- 3 files changed, 82 insertions(+), 1 deletion(-) create mode 100644 assets/shaders/lightning_attack.frag diff --git a/assets/shaders.json b/assets/shaders.json index d451a60..7a03ad7 100644 --- a/assets/shaders.json +++ b/assets/shaders.json @@ -14,5 +14,9 @@ "flame": { "file_name": "assets/shaders/flame_trash.frag", "type": "fragment" + }, + "lightning": { + "file_name": "assets/shaders/lightning_attack.frag", + "type": "fragment" } } diff --git a/assets/shaders/lightning_attack.frag b/assets/shaders/lightning_attack.frag new file mode 100644 index 0000000..577cd14 --- /dev/null +++ b/assets/shaders/lightning_attack.frag @@ -0,0 +1,77 @@ +uniform vec2 u_resolution; +uniform float u_time; +uniform sampler2D source; +uniform float u_mouse; +uniform float value = 0.2; + +float random (in vec2 st) { + return fract(sin(dot(st.xy, + vec2(12.9898,78.233)))* + 43758.5453123); +} + +float noise(in vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + + vec2 u = f * f * (3.0 - 2.0 * f); + + return mix(a, b, u.x) + + (c - a) * u.y * (1.0 - u.x) + + (d - b) * u.x * u.y; +} + +float fbm(in vec2 st, int octaves=8) { + float v = 0.0; + float a = 0.5; + vec2 shift = vec2(100.0); + mat2 rot = mat2(cos(0.5), sin(0.5), + -sin(0.5), cos(0.5)); + + for(int i = 0; i < octaves; i++) { + v += a * noise(st); + st = rot * st * 2.0 + shift; + a *= 0.5; + } + + return v; +} + +void main() { + vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0; + vec3 color = vec3(0.0); + + float speed = u_time * 40.0; + float value = cos(u_time) * cos(u_time); + + vec2 q = vec2(0.0); + q.x = fbm(st + 0.00 * speed); + q.y = fbm(st + vec2(1.0)); + + vec2 r = vec2(0,0); + r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed ); + r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed); + + float f = fbm(st / r); + + color = mix(vec3(0.122777,0.619608, 0.666667), + vec3(0.498039,0.666667,0.666667), + clamp((f*f)*4.0,0.0,1.0)); + + color = mix(color, + vec3(0.0666667, 0.122222, 0.666667), + clamp(length(r.x), 0.0, 1.0)); + + color *= (f*f*f+0.5*f*f+0.6*f) * value; + + vec4 pixel = texture2D(source, gl_TexCoord[0].xy); + + float mask = color.r * pixel.a; + + gl_FragColor = gl_Color * vec4(color, mask) + pixel; +} diff --git a/systems.cpp b/systems.cpp index 856044c..987e600 100644 --- a/systems.cpp +++ b/systems.cpp @@ -238,7 +238,7 @@ void System::combat(GameLevel &level) { }; if(result.player_did > 0) { - auto effect = shaders::get("flame"); + auto effect = shaders::get("lightning"); world.set(enemy.entity, {100, effect}); }