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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
144 lines
4.1 KiB
HLSL
144 lines
4.1 KiB
HLSL
float xBlurDistance;
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Texture2D xWaterBumpMap;
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sampler WaterBumpSampler =
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sampler_state
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{
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Texture = <xWaterBumpMap>;
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MagFilter = LINEAR;
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MinFilter = LINEAR;
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MipFilter = LINEAR;
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AddressU = WRAP;
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AddressV = WRAP;
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};
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Texture2D xTexture;
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sampler TextureSampler = sampler_state { Texture = <xTexture>; };
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float4x4 xTransform;
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float4x4 xUvTransform;
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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; // added
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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; // added
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};
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float xWaveWidth;
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float xWaveHeight;
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float2 xBumpPos;
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float2 xBumpScale;
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float2 xUvOffset;
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float4 waterColor;
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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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output.Position = mul(input.Position, xTransform);
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output.Color = input.Color;
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output.TexCoords = mul(input.Position, xUvTransform).xy;
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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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float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords+xBumpPos) * xBumpScale);
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bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords-xBumpPos*2) * xBumpScale)) * 0.5f;
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float2 samplePos = input.TexCoords;
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samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
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samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
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float4 sample = xTexture.Sample(TextureSampler, samplePos);
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sample.a = input.Color.a;
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sample = lerp(sample, sample * waterColor, input.Color.b);
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return sample;
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}
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float4 mainPSBlurred(VertexShaderOutput input) : COLOR
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{
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float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords + xBumpPos) * xBumpScale);
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bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords - xBumpPos * 2) * xBumpScale)) * 0.5f;
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float2 samplePos = input.TexCoords;
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samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
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samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
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float4 sample;
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sample = xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
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sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
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sample += xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
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sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
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sample = sample * 0.25;
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sample.a = input.Color.a;
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sample = lerp(sample, sample * waterColor, input.Color.b);
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return sample;
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}
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float4 mainPostProcess(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 bumpColor = tex2D(WaterBumpSampler, texCoord + xUvOffset + xBumpPos);
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bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord - xUvOffset * 2.0f + xBumpPos)) * 0.5f;
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float2 samplePos = texCoord;
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samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth;
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samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight;
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float4 sample;
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sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
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sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
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sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
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sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
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sample = sample * 0.25;
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return sample;
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}
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technique WaterShader
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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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}
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technique WaterShaderBlurred
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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 mainPSBlurred();
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}
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}
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technique WaterShaderPostProcess
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{
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pass Pass1
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{
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PixelShader = compile ps_4_0_level_9_1 mainPostProcess();
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}
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}
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