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51 lines
1.7 KiB
GLSL
51 lines
1.7 KiB
GLSL
// Fuzz effect as rendered by the software renderer
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#define FUZZTABLE 50
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#define FUZZ_RANDOM_X_SIZE 100
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#define FRACBITS 16
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#define fixed_t int
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int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] = int[]
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(
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75, 76, 21, 91, 56, 33, 62, 99, 61, 79,
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95, 54, 41, 18, 69, 43, 49, 59, 10, 84,
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94, 17, 57, 46, 9, 39, 55, 34,100, 81,
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73, 88, 92, 3, 63, 36, 7, 28, 13, 80,
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16, 96, 78, 29, 71, 58, 89, 24, 1, 35,
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52, 82, 4, 14, 22, 53, 38, 66, 12, 72,
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90, 44, 77, 83, 6, 27, 48, 30, 42, 32,
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65, 15, 97, 20, 67, 74, 98, 85, 60, 68,
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19, 26, 8, 87, 86, 64, 11, 37, 31, 47,
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25, 5, 50, 51, 23, 2, 93, 70, 40, 45
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);
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int fuzzoffset[FUZZTABLE] = int[]
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(
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6, 11, 6, 11, 6, 6, 11, 6, 6, 11,
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6, 6, 6, 11, 6, 6, 6, 11, 15, 18,
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21, 6, 11, 15, 6, 6, 6, 6, 11, 6,
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11, 6, 6, 11, 15, 6, 6, 11, 15, 18,
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21, 6, 6, 6, 6, 11, 6, 6, 11, 6
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);
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vec4 ProcessTexel()
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{
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vec2 texCoord = vTexCoord.st;
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vec4 basicColor = getTexel(texCoord);
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// Ideally fuzzpos would be an uniform and differ from each sprite so that overlapping demons won't get the same shade for the same pixel
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int next_random = int(abs(mod(timer * 35.0, float(FUZZ_RANDOM_X_SIZE))));
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int fuzzpos = (/*fuzzpos +*/ fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE;
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int x = int(gl_FragCoord.x);
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int y = int(gl_FragCoord.y);
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fixed_t fuzzscale = (200 << FRACBITS) / uViewHeight;
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int scaled_x = (x * fuzzscale) >> FRACBITS;
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int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
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fixed_t fuzzcount = FUZZTABLE << FRACBITS;
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fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
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float alpha = float(fuzzoffset[fuzz >> FRACBITS]) / 32.0;
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return vec4(0.0, 0.0, 0.0, basicColor.a * alpha);
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}
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