game texts glow, tweaked ui buttons

This commit is contained in:
Diego F. Goberna
2018-12-05 21:01:39 +01:00
committed by Diego Marcos
parent 09816c80cf
commit e01baa7f14
17 changed files with 67 additions and 939 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 906 KiB

After

Width:  |  Height:  |  Size: 916 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 MiB

After

Width:  |  Height:  |  Size: 1.0 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.9 KiB

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 903 B

After

Width:  |  Height:  |  Size: 4.6 KiB

View File

@@ -222,3 +222,25 @@ f 78/73 74/75 76/83
f 75/76 77/74 78/73
f 80/78 84/80 82/84
f 83/79 81/82 84/80
v -2.335000 1.285000 -4.010000
v -1.285000 1.285000 -4.010000
v -2.335000 1.735000 -4.010000
v -1.285000 1.735000 -4.010000
vt 0.875776 0.376339
vt 0.906624 0.499321
vt 0.875776 0.499321
vt 0.906624 0.376339
s off
f 86/85 87/86 85/87
f 86/85 88/88 87/86
v 1.621500 1.202500 -4.013000
v 1.978500 1.202500 -4.013000
v 1.621500 1.577500 -4.013000
v 1.978500 1.577500 -4.013000
vt 0.875776 0.376339
vt 0.906624 0.499321
vt 0.875776 0.499321
vt 0.906624 0.376339
s off
f 90/89 91/90 89/91
f 90/89 92/92 91/90

View File

@@ -0,0 +1,13 @@
# Blender v2.79 (sub 0) OBJ File: 'stage.blend'
# www.blender.org
v -0.150000 -0.150000 0.000000
v 0.150000 -0.150000 0.000000
v -0.150000 0.150000 -0.000000
v 0.150000 0.150000 -0.000000
vt 0.875776 0.376339
vt 0.906624 0.499321
vt 0.875776 0.499321
vt 0.906624 0.376339
s off
f 2/1 3/2 1/3
f 2/1 4/4 3/2

View File

@@ -1,45 +0,0 @@
module.exports = {
vertexShader : `
varying vec2 uvs;
varying vec3 worldPos;
void main() {
uvs.xy = uv.xy;
vec4 p = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
worldPos = (modelMatrix * vec4( position, 1.0 )).xyz;
gl_Position = p;
}
`,
fragmentShader: `
varying vec2 uvs;
varying vec3 worldPos;
uniform vec3 tunnelNeon;
uniform vec3 leftLaser;
uniform vec3 rightLaser;
uniform vec3 floorNeon;
uniform sampler2D src;
void main() {
float mask;
vec4 col = texture2D(src, uvs);
// tunnel neon
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));
col.xyz = mix(col.xyz, col.xyz * tunnelNeon, mask);
// floor & corridor neons
mask = step(0.935, uvs.x) * step(0.5, uvs.y) * ( 1.0 - step(0.75, uvs.y));
col.xyz = mix(col.xyz, col.xyz * floorNeon, mask);
// left laser
mask = step(0.5, uvs.x) * (1.0 - step(0.625, uvs.x)) * (1.0 - step(0.5, uvs.y));
col.xyz = mix(col.xyz, col.xyz * leftLaser, mask);
// right laser
mask = step(0.625, uvs.x) * (1.0 - step(0.75, uvs.x)) * (1.0 - step(0.5, uvs.y));
col.xyz = mix(col.xyz, col.xyz * rightLaser, mask);
gl_FragColor = col;
}
`
};