game texts glow, tweaked ui buttons
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Before Width: | Height: | Size: 906 KiB After Width: | Height: | Size: 916 KiB |
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Before Width: | Height: | Size: 1.0 MiB After Width: | Height: | Size: 1.0 MiB |
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Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 6.5 KiB |
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Before Width: | Height: | Size: 903 B After Width: | Height: | Size: 4.6 KiB |
@@ -222,3 +222,25 @@ f 78/73 74/75 76/83
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f 75/76 77/74 78/73
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f 80/78 84/80 82/84
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f 83/79 81/82 84/80
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v -2.335000 1.285000 -4.010000
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v -1.285000 1.285000 -4.010000
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v -2.335000 1.735000 -4.010000
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v -1.285000 1.735000 -4.010000
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vt 0.875776 0.376339
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vt 0.906624 0.499321
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vt 0.875776 0.499321
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vt 0.906624 0.376339
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s off
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f 86/85 87/86 85/87
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f 86/85 88/88 87/86
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v 1.621500 1.202500 -4.013000
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v 1.978500 1.202500 -4.013000
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v 1.621500 1.577500 -4.013000
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v 1.978500 1.577500 -4.013000
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vt 0.875776 0.376339
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vt 0.906624 0.499321
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vt 0.875776 0.499321
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vt 0.906624 0.376339
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s off
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f 90/89 91/90 89/91
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f 90/89 92/92 91/90
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13
assets/models/textglow.obj
Normal file
@@ -0,0 +1,13 @@
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# Blender v2.79 (sub 0) OBJ File: 'stage.blend'
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# www.blender.org
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v -0.150000 -0.150000 0.000000
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v 0.150000 -0.150000 0.000000
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v -0.150000 0.150000 -0.000000
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v 0.150000 0.150000 -0.000000
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vt 0.875776 0.376339
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vt 0.906624 0.499321
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vt 0.875776 0.499321
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vt 0.906624 0.376339
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s off
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f 2/1 3/2 1/3
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f 2/1 4/4 3/2
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@@ -1,45 +0,0 @@
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module.exports = {
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vertexShader : `
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varying vec2 uvs;
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varying vec3 worldPos;
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void main() {
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uvs.xy = uv.xy;
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vec4 p = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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worldPos = (modelMatrix * vec4( position, 1.0 )).xyz;
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gl_Position = p;
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}
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`,
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fragmentShader: `
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varying vec2 uvs;
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varying vec3 worldPos;
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uniform vec3 tunnelNeon;
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uniform vec3 leftLaser;
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uniform vec3 rightLaser;
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uniform vec3 floorNeon;
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uniform sampler2D src;
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void main() {
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float mask;
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vec4 col = texture2D(src, uvs);
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// tunnel neon
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mask = step(0.87, uvs.x) * step(0.5, uvs.y) * (1.0 - step(0.935, uvs.x)) * ( 1.0 - step(0.75, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * tunnelNeon, mask);
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// floor & corridor neons
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mask = step(0.935, uvs.x) * step(0.5, uvs.y) * ( 1.0 - step(0.75, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * floorNeon, mask);
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// left laser
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mask = step(0.5, uvs.x) * (1.0 - step(0.625, uvs.x)) * (1.0 - step(0.5, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * leftLaser, mask);
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// right laser
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mask = step(0.625, uvs.x) * (1.0 - step(0.75, uvs.x)) * (1.0 - step(0.5, uvs.y));
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col.xyz = mix(col.xyz, col.xyz * rightLaser, mask);
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gl_FragColor = col;
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}
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`
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};
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