Redid alpha-render-handling (-> grey eliminated)
Particlesystem now looking like in particle creator. -> All effects have to be redone
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@ -20,6 +20,7 @@ void main() {
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vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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@ -11,7 +11,9 @@ vec3 saturateColor(in vec3 color, in float a);
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void main() {
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float a = texture2D(texture, pass_TexCoords).a * alpha;
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gl_FragColor = vec4(saturateColor(color, a), a);
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gl_FragColor = vec4(color, a);
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vec3 black = vec3(0.0, 0.0, 0.0);
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gl_FragColor.rgb = mix(color, black, 1.0 - gl_FragColor.a);
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}
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@ -7,5 +7,6 @@ varying vec2 pass_TexCoords;
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void main() {
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gl_FragColor = texture2D(texture, pass_TexCoords);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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@ -1,2 +1,2 @@
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<?xml version="1.0" encoding="utf-8"?>
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<merger version="3"><dataSet config="main"><source path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets"><file name="fontBaron.ttf" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\fontBaron.ttf"/><file name="levelpacks/Grasslands.xml" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\levelpacks\Grasslands.xml"/><file name="particleEffects/collectEnergy.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\collectEnergy.pe"/><file name="particleEffects/collectStar.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\collectStar.pe"/><file name="particleEffects/explosion.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\explosion.pe"/><file name="particleEffects/fire.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\fire.pe"/><file name="particleEffects/firework.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\firework.pe"/><file name="particleEffects/magnet.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\magnet.pe"/><file name="particleEffects/particle.png" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\particle.png"/><file name="particleEffects/star.png" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\star.png"/><file name="shader/entityFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\entityFragmentShader.glsl"/><file name="shader/entityVertexShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\entityVertexShader.glsl"/><file name="shader/obstacleFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\obstacleFragmentShader.glsl"/><file name="shader/particleFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\particleFragmentShader.glsl"/><file name="shader/simpleFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\simpleFragmentShader.glsl"/><file name="shader/simpleVertexShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\simpleVertexShader.glsl"/><file name="shader/terrainVertexShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\terrainVertexShader.glsl"/></source><source path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\build\generated\assets\shaders\debug"/></dataSet><dataSet config="debug"><source path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\debug\assets"/></dataSet></merger>
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<merger version="3"><dataSet config="main"><source path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets"><file name="fontBaron.ttf" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\fontBaron.ttf"/><file name="levelpacks/Grasslands.xml" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\levelpacks\Grasslands.xml"/><file name="particleEffects/collectEnergy.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\collectEnergy.pe"/><file name="particleEffects/collectStar.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\collectStar.pe"/><file name="particleEffects/explosion.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\explosion.pe"/><file name="particleEffects/fire.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\fire.pe"/><file name="particleEffects/firework.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\firework.pe"/><file name="particleEffects/magnet.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\magnet.pe"/><file name="particleEffects/particle.png" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\particle.png"/><file name="particleEffects/star.png" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\star.png"/><file name="shader/entityFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\entityFragmentShader.glsl"/><file name="shader/entityVertexShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\entityVertexShader.glsl"/><file name="shader/obstacleFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\obstacleFragmentShader.glsl"/><file name="shader/particleFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\particleFragmentShader.glsl"/><file name="shader/simpleFragmentShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\simpleFragmentShader.glsl"/><file name="shader/simpleVertexShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\simpleVertexShader.glsl"/><file name="shader/terrainVertexShader.glsl" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\shader\terrainVertexShader.glsl"/><file name="particleEffects/test_fire.pe" path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\main\assets\particleEffects\test_fire.pe"/></source><source path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\build\generated\assets\shaders\debug"/></dataSet><dataSet config="debug"><source path="C:\Users\Julian\AndroidStudioProjects\EndlessRoll\app\src\debug\assets"/></dataSet></merger>
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@ -20,6 +20,7 @@ void main() {
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vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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@ -57,6 +57,7 @@ void main() {
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vec2 texCoordsInAtlas = getTexCoordsInAtlas(texCoordsInGridSquare, index);
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gl_FragColor = texture2D(texture, texCoordsInAtlas);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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@ -11,7 +11,9 @@ vec3 saturateColor(in vec3 color, in float a);
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void main() {
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float a = texture2D(texture, pass_TexCoords).a * alpha;
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gl_FragColor = vec4(saturateColor(color, a), a);
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gl_FragColor = vec4(color, a);
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vec3 black = vec3(0.0, 0.0, 0.0);
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gl_FragColor.rgb = mix(color, black, 1.0 - gl_FragColor.a);
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}
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@ -7,5 +7,6 @@ varying vec2 pass_TexCoords;
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void main() {
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gl_FragColor = texture2D(texture, pass_TexCoords);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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@ -17,8 +17,10 @@ public class Stasis extends Tool {
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private ParticleSource particleSource;
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public Stasis(Vector position, ParticleSystem particleSystem) {
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super(ToolType.STASIS, position, .6f * ToolType.STASIS.getCurrentUpgradeValue(ToolUpgradeType.SIZE) / 100, .6f * ToolType.STASIS.getCurrentUpgradeValue(ToolUpgradeType.SIZE) / 100, false, false);
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animation.disable();
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super(ToolType.STASIS, position, .7f * ToolType.STASIS.getCurrentUpgradeValue(ToolUpgradeType.SIZE) / 100, .7f * ToolType.STASIS.getCurrentUpgradeValue(ToolUpgradeType.SIZE) / 100, false, false);
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animation.setLooping(true);
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animation.setRequiredDelta(300);
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animation.setIndexSequence(new int[]{1, 1, 2, 3, 2, 4, 4, 3, 2, 2, 3, 3});
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super.setFloating(true);
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particleSource = new ParticleSource(new Vector(position), particleSystem.magnet);
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particleSource.start();
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@ -1,7 +1,11 @@
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package de.frajul.endlessroll.main.game;
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import de.frajul.endlessroll.data.Vector;
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import de.frajul.endlessroll.entities.Entity;
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import de.frajul.endlessroll.entities.Obstacle;
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import de.frajul.endlessroll.entities.particles.Firework;
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import de.frajul.endlessroll.entities.particles.ParticleEffect;
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import de.frajul.endlessroll.entities.particles.ParticleSource;
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import de.frajul.endlessroll.entities.particles.ParticleSystem;
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import de.frajul.endlessroll.entities.textures.TexturePack;
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import de.frajul.endlessroll.levels.ObstacleData;
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@ -9,26 +13,10 @@ import de.frajul.endlessroll.levels.worlds.World;
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public class TestScreenScene extends Scene {
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private Obstacle testObstacle;
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public TestScreenScene(TexturePack texturePack, ParticleSystem particleSystem) {
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super(texturePack, particleSystem);
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terrain.createEndless(World.ICY_MOUNTAINS, -.8f);
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testObstacle = createObstacle(-1f, 1.139f, 0, 0.217f, true, false);
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obstacles.add(testObstacle);
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obstacles.add(createObstacle(-1f, 1.139f, 0, 0.217f, false, false));
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}
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private Obstacle createObstacle(float leftEdge, float rightEdge, float y, float height, boolean floating, boolean deadly){
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ObstacleData data = new ObstacleData();
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data.setLeftEdge(leftEdge);
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data.setRightEdge(rightEdge);
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data.setY(y);
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data.setHeight(height);
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data.setFloating(floating);
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data.setDeadly(deadly);
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return new Obstacle(World.GRASSLANDS, data, -.8f);
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terrain.createEndless(World.ICY_MOUNTAINS, -1.0f);
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new ParticleSource(new Vector(0, -0.5f), particleSystem.testFire).start();
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}
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}
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@ -24,11 +24,11 @@ public class GLTestScreen extends GLScreen<RelativeLayout> {
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@Override
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public void prepareToBeShown() {
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flipToCaller();
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glView.setCurrentRendering(rendering);
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}
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@Override
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public void onBackKeyDown() {
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gameActivity.flipToScreen(ScreenType.START);
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flipToCaller();
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}
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}
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