80ab27df22
commit 409d4d96ead69028a164274637d23e350acb73fb Merge: 95169f539 26e89c63d Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:27 2019 +0200 Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev commit 95169f53937f9a7e168a884171eaa21ae7f08023 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:11 2019 +0200 Modified: ServerMessage structure to allow _ ; in player & submarine names commit 26e89c63dc8da771aea9f09978a630a6cff60a6f Merge: b7646d06d fb0b821bc Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:42:44 2019 +0200 Merge branch 'kuraiookami-logicExpantion' into dev # Conflicts: # Barotrauma/BarotraumaShared/SharedContent.projitems commit fb0b821bc97891cdeec8f2c740a12119696393ea Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:41:21 2019 +0200 Use invariant culture when parsing floats or converting them to strings in signal components commit f0c8afba934b41358cf5d59a22b87caf33f98a61 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:00:44 2019 +0200 Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats commit 674d9ec804fc4770b602d4b09240b08cafc8ccec Merge: 3ea33fb54 242e2429f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 12:01:27 2019 +0200 Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion # Conflicts: # Barotrauma/BarotraumaShared/BarotraumaShared.projitems # Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml # Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml # Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs # Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs commit b7646d06d53fb05227276e6286d0e15da5dc9080 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:37:33 2019 +0200 Re-enabled multiplayer campaign commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:28:48 2019 +0200 Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212 commit e8906239c779cf71de694bc65c81058e5cae16ef Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:12:05 2019 +0200 Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262 commit a30f47fbe47fde4fccb0453c1773a76d730d226b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 10 19:04:59 2019 +0200 Disable audio instead of crashing if no audio device is found. Closes #1214 commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9 Author: Darkwolf <Darkwolf0101@gmail.com> Date: Mon Jan 21 21:26:57 2019 -0600 Expansion of Barotrauma's logic system. Changed: - AdderComponent and children can clamp their output - Powercontainer signals for charge,charge% and charge rate Added: - ColorComponent: Dynamic signals for light set_color inputs - MemoryComponent: Stores and sends a signal that is edge latched - DivideComponent: Standard division - MultiplyComponent: Standard multiplication - SubtractComponent: Standard subtraction - XorComponent: Exclusive or - EqualsComponent: Equals comparison - GreaterComponent: Greater than comparison
84 lines
2.2 KiB
HLSL
84 lines
2.2 KiB
HLSL
Texture2D xTexture;
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sampler TextureSampler = sampler_state { Texture = <xTexture>; };
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float4x4 xTransform;
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const int MaxDeformResolution = 15 * 15;
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float2 deformArray[15 * 15];
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int deformArrayWidth;
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int deformArrayHeight;
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float2 uvTopLeft;
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float2 uvBottomRight;
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float4 tintColor;
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struct VertexShaderInput
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{
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float4 Position : SV_POSITION;
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float4 Color : COLOR0;
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float2 TexCoords: TEXCOORD0;
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};
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struct VertexShaderOutput
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{
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float4 Position : SV_POSITION;
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float4 Color : COLOR0;
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float2 TexCoords: TEXCOORD0;
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};
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VertexShaderOutput mainVS(in VertexShaderInput input)
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{
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VertexShaderOutput output = (VertexShaderOutput)0;
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float2 normalizedUv = (input.TexCoords - uvTopLeft) / (uvBottomRight - uvTopLeft);
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int2 deformIndexTopLeft =
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{
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min(floor(normalizedUv.x * (deformArrayWidth - 1)), deformArrayWidth - 1),
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min(floor(normalizedUv.y * (deformArrayHeight - 1)), deformArrayHeight - 1)
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};
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int2 deformIndexBottomRight =
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{
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min(deformIndexTopLeft.x + 1, deformArrayWidth - 1),
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min(deformIndexTopLeft.y + 1, deformArrayHeight - 1)
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};
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float2 deformTopLeft = deformArray[deformIndexTopLeft.x + deformIndexTopLeft.y * deformArrayWidth];
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float2 deformTopRight = deformArray[deformIndexBottomRight.x + deformIndexTopLeft.y * deformArrayWidth];
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float2 deformBottomLeft = deformArray[deformIndexTopLeft.x + deformIndexBottomRight.y * deformArrayWidth];
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float2 deformBottomRight = deformArray[deformIndexBottomRight.x + deformIndexBottomRight.y * deformArrayWidth];
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float divX = 1.0 / (deformArrayWidth - 1);
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float divY = 1.0 / (deformArrayHeight - 1);
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float2 vertexOffset =
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{
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lerp(
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lerp(deformTopLeft, deformTopRight, (normalizedUv.x % divX) / divX),
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lerp(deformBottomLeft, deformBottomRight, (normalizedUv.x % divX) / divX),
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(normalizedUv.y % divY) / divY)
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};
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output.Position = mul(input.Position + float4(vertexOffset, 0, 0), xTransform);
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output.Color = input.Color * tintColor;
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output.TexCoords = input.TexCoords;
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return output;
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}
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float4 mainPS(VertexShaderOutput input) : COLOR
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{
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return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
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}
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technique DeformShader
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 mainPS();
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}
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} |