@@ -86,6 +86,7 @@ void Neercs::TickGame(float seconds) | |||
float a = m_time * 1 + M_PI / 180 * i * 8; | |||
float b = m_time * -2 + M_PI / 180 * i * 5; | |||
int y = h / 2 + h / 4 * lol::cos(a) + h / 4 * lol::sin(b); | |||
caca_set_color_argb(m_caca, hex_color(0.25f + 0.5f / w * i - 0.25f / h * y, 0.25f, 0.25f + 0.25f / w * i + 0.25f / h * y), bg_color); | |||
caca_draw_line(m_caca, i, y - 1, i, y + 1,'%'); | |||
} | |||
@@ -99,21 +100,23 @@ void Neercs::TickGame(float seconds) | |||
int logo_x = (w - 45) / 2; | |||
int logo_y = h / 2 - 2; | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 ),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 )), bg_color); | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 ), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 )), bg_color); | |||
caca_put_str(m_caca, logo_x, logo_y ,".___ __ ______ ______ ______ ______ ______,"); | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 + M_PI / 4 * 1),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 1)), bg_color); | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 + M_PI / 4 * 1), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 1)), bg_color); | |||
caca_put_str(m_caca, logo_x, logo_y + 1, " \\° \\| /° __ \\° __ \\° __ \\/° ___//° ___/"); | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 + M_PI / 4 * 2),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 2)), bg_color); | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 + M_PI / 4 * 2), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 2)), bg_color); | |||
caca_put_str(m_caca, logo_x, logo_y + 2, " / ` > ____/ ____/ ,_ <_ <____\\___ \\"); | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 + M_PI / 4 * 3),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 3)), bg_color); | |||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 + M_PI / 4 * 3), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 3)), bg_color); | |||
caca_put_str(m_caca, logo_x, logo_y + 3, "/__/\\___\\______\\______\\__| \\__/_____________\\"); | |||
caca_set_color_argb(m_caca, 0xdef, bg_color); | |||
caca_put_str(m_caca, logo_x + 5, logo_y + 5, "ALL YOUR TERMINALS ARE BELONG TO US"); | |||
caca_set_color_argb(m_caca, 0x666, bg_color); | |||
caca_put_str(m_caca, w - 10, h - 1, "CACA RULEZ"); | |||
caca_printf(m_caca, 0, h - 2, "W=%i", w); | |||
caca_printf(m_caca, 0, h - 1, "H=%i", h); | |||
caca_printf(m_caca, 2, h - 3, "W=%i", w); | |||
caca_printf(m_caca, 2, h - 2, "H=%i", h); | |||
caca_set_color_argb(m_caca, hex_color(0.6f + 0.4f * lol::cos(m_time * 2), 0.125f, 0.125f), bg_color); | |||
caca_put_str(m_caca, w - 12, h - 2, "CACA RULEZ"); | |||
} | |||
@@ -27,7 +27,7 @@ float lens=deform+sync*0.0625; | |||
vec2 zoom(in vec2 p,in float radius) | |||
{ | |||
float zoom=1.5-(radius*cos(p.x*lens)+radius*cos(p.y*lens)); | |||
return vec2(p.x*zoom-0.5,p.y*zoom-0.5); | |||
return p*zoom-0.5; | |||
} | |||
vec3 get_color(in sampler2D tex,in vec2 p) | |||
@@ -37,7 +37,7 @@ vec3 get_color(in sampler2D tex,in vec2 p) | |||
float rand(in vec2 p) | |||
{ | |||
return fract(sin(dot(p.xy,vec2(12.9898,78.233)))*43758.5453); | |||
return fract(sin(dot(p,vec2(12.9898,78.233)))*43758.5453); | |||
} | |||
float letterbox(in vec2 p,in float radius,in float smooth) | |||
@@ -82,16 +82,16 @@ void main(void) | |||
{ | |||
color-=0.0125*mod(z.y*4.0+time*0.25,1.0); // electron beam | |||
color-=(vec3(rnd1,rnd1,rnd1)-vec3(rnd2,rnd2,rnd2))*0.1; // noise | |||
color*=0.75+0.25*sin(z.x*float(screen_size.x*2)); // scanline w | |||
color*=0.90+0.10*cos(z.y*float(screen_size.y))*sin(0.5+z.x*float(screen_size.x)); // scanline h | |||
color*=0.75+0.25*cos(z.x*float(screen_size.x*2))*sin(0.5+z.y*float(screen_size.y)); // scanline w | |||
color*=0.75+0.50*sin(z.y*float(screen_size.y*2)); // scanline h | |||
} | |||
else | |||
{ | |||
color*=0.675; | |||
} | |||
color=vec3(color.x*0.875,color.y*1.25,color.z*0.5); | |||
color=vec3(color.x*0.75,color.y*1.0,color.z*0.5); | |||
color*=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0); // vignetting | |||
//color*=2.0*letterbox(z,-0.75,0.125)*2.0; // vignetting | |||
color*=letterbox(z,-0.75,0.975); // letterbox | |||
color*=letterbox(z,-0.75,0.95); // letterbox | |||
gl_FragColor=vec4(color,1.0); | |||
} |
@@ -83,7 +83,7 @@ float beat_speed = 2.0f; // speed | |||
/* window variable */ | |||
ivec2 border; // border width | |||
/* text variable */ | |||
ivec2 ratio_2d(2,4); // 2d ratio | |||
ivec2 ratio_2d(1,3); // 2d ratio | |||
ivec2 map_size(256,256); // texture map size | |||
ivec2 font_size(8,8); // font size | |||
ivec2 canvas_char(0,0); // canvas char number | |||
@@ -99,7 +99,7 @@ float radial_value1 = 2.0f; | |||
float radial_value2 = 0.8f; | |||
float radial_color = 0; // color | |||
bool postfx_scanline = true; | |||
float postfx_deform = 0.625f; // deformation ratio | |||
float postfx_deform = 0.825f; // deformation ratio | |||
Shader *shader_simple, *shader_blur_h, *shader_blur_v; | |||
Shader *shader_glow, *shader_radial, *shader_postfx; | |||
@@ -229,7 +229,7 @@ int Render::InitDraw(void) | |||
int Render::CreateGLWindow() | |||
{ | |||
screen_size = Video::GetSize(); | |||
border = 18 * ratio_2d; | |||
border = 24 * ratio_2d; | |||
border.y = border.x; // enabled to get same border everywhere | |||
canvas_char = (screen_size - border * 2) / (font_size * ratio_2d); | |||
canvas_size = canvas_char * font_size * ratio_2d; | |||
@@ -247,7 +247,7 @@ Render::Render(caca_canvas_t *caca) | |||
m_ready(false), | |||
m_pause(false), | |||
m_polygon(true), | |||
m_shader(false), | |||
m_shader(true), | |||
m_shader_blur(true), | |||
m_shader_glow(true), | |||
m_shader_fx(true), | |||
@@ -442,7 +442,7 @@ void Render::Draw3D() | |||
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0); | |||
shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); | |||
shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); | |||
shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x); | |||
shader_blur_h->SetUniform(shader_blur_h_value, 2.25f / screen_size.x); | |||
fs_quad(); | |||
shader_blur_h->Unbind(); | |||
fbo_blur_h->Unbind(); | |||
@@ -452,7 +452,7 @@ void Render::Draw3D() | |||
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); | |||
shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); | |||
shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); | |||
shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y); | |||
shader_blur_v->SetUniform(shader_blur_h_value, 2.25f / screen_size.y); | |||
fs_quad(); | |||
shader_blur_v->Unbind(); | |||
fbo_blur_v->Unbind(); | |||
@@ -462,7 +462,7 @@ void Render::Draw3D() | |||
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); | |||
shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); | |||
shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); | |||
shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x); | |||
shader_blur_h->SetUniform(shader_blur_h_value, 1.0f / screen_size.x); | |||
fs_quad(); | |||
shader_blur_h->Unbind(); | |||
fbo_blur_h->Unbind(); | |||
@@ -472,7 +472,7 @@ void Render::Draw3D() | |||
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); | |||
shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); | |||
shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); | |||
shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y); | |||
shader_blur_v->SetUniform(shader_blur_h_value, 1.0f / screen_size.y); | |||
fs_quad(); | |||
shader_blur_v->Unbind(); | |||
fbo_blur_v->Unbind(); | |||