time diversifasdasdsad
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e6234333a6
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3 changed files with 23 additions and 3 deletions
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@ -1,5 +1,6 @@
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uniform vec2 resolution;
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uniform vec2 resolution;
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uniform float time;
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uniform float time;
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uniform float night;
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float rand(vec2 n) {
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float rand(vec2 n) {
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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@ -36,8 +37,11 @@ void main(void) {
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if (uv.y < umuv.y) uv.y += abs(time * 0.1);
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if (uv.y < umuv.y) uv.y += abs(time * 0.1);
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else uv.y -= abs(time * 0.1);
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else uv.y -= abs(time * 0.1);
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vec3 colorPink = vec3(255.,0.,255.);
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vec4 color = vec4(255, 120, 153, 255) / 255.;
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vec3 colorBlue = vec3(0.,255.,255.);
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vec4 colorB = vec4(255,255,255,255)/ 255.;
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vec4 color = vec4(((colorPink.x*night) + (colorBlue.x*(1.-night)))/2.,
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((colorPink.y*night) + (colorBlue.y*(1.-night)))/2.,
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((colorPink.z*night) + (colorBlue.z*(1.-night)))/2., 255) / 255.;
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// color = vec4(122.,202.,255.,255.)/ 255.;
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gl_FragColor = (grid(fract(uv))) * color - line(umuv.y, 0., 0.175, 0.025) * color * 2.;
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gl_FragColor = (grid(fract(uv))) * color - line(umuv.y, 0., 0.175, 0.025) * color * 2.;
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}
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}
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@ -61,13 +61,24 @@ void Combat::updateHalo() {
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}
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}
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float isNight() {
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time_t rawtime;
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struct tm * ptm;
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time ( &rawtime );
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ptm = gmtime ( &rawtime );
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return (float ((ptm->tm_hour+UTC)%24))/(23.);
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}
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void Combat::initShader() {
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void Combat::initShader() {
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time = 0;
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time = 0;
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aux = 0;
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_text.create(W_WIDTH, W_HEIGHT);
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_text.create(W_WIDTH, W_HEIGHT);
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_background.setTexture(_text);
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_background.setTexture(_text);
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_shader.loadFromFile(WORK_DIR+"Resources/shader.frag", sf::Shader::Fragment);
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_shader.loadFromFile(WORK_DIR+"Resources/shader.frag", sf::Shader::Fragment);
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_shader.setParameter("resolution", sf::Vector2f(W_WIDTH, W_HEIGHT));
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_shader.setParameter("resolution", sf::Vector2f(W_WIDTH, W_HEIGHT));
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_shader.setParameter("time", time);
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_shader.setParameter("time", time);
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_shader.setParameter("night", isNight());
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ASSERT(_haloT.loadFromFile(WORK_DIR+"Resources/platform-halo.png"));
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ASSERT(_haloT.loadFromFile(WORK_DIR+"Resources/platform-halo.png"));
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_halo.setTexture(_haloT);
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_halo.setTexture(_haloT);
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@ -10,6 +10,10 @@
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#include "soundmanager.hpp"
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#include "soundmanager.hpp"
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#include "score.hpp"
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#include "score.hpp"
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#include "wave.hpp"
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#include "wave.hpp"
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#include <time.h>
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#define UTC (0)
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class Combat : public Scene {
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class Combat : public Scene {
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public:
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public:
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@ -40,6 +44,7 @@ class Combat : public Scene {
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bool isPlayerOne() const;
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bool isPlayerOne() const;
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void updateHalo();
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void updateHalo();
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void doMahWaves(bool p);
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void doMahWaves(bool p);
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int aux;
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};
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};
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