Finalize Player Menu and UI scaling
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5af84eaf47
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3900b46618
17 changed files with 1002 additions and 322 deletions
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@ -4,37 +4,204 @@ render_mode unshaded;
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uniform vec4 water_top : source_color = vec4(0.055, 0.38, 0.50, 1.0);
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uniform vec4 water_bottom : source_color = vec4(0.018, 0.16, 0.25, 1.0);
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uniform vec4 caustic_color : source_color = vec4(0.66, 0.91, 0.95, 1.0);
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uniform float caustic_opacity : hint_range(0.0, 0.2) = 0.055;
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uniform float caustic_speed : hint_range(0.0, 0.2) = 0.045;
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uniform float bubble_opacity : hint_range(0.0, 0.25) = 0.11;
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uniform vec2 pattern_density = vec2(38.0, 21.0);
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uniform vec2 pattern_drift = vec2(0.012, 0.018);
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uniform float mark_opacity_min : hint_range(0.0, 0.1) = 0.022;
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uniform float mark_opacity_max : hint_range(0.0, 0.1) = 0.065;
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uniform sampler2D decorative_bubble_1 : source_color, filter_nearest, repeat_disable;
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uniform sampler2D decorative_bubble_2 : source_color, filter_nearest, repeat_disable;
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uniform sampler2D decorative_bubble_3 : source_color, filter_nearest, repeat_disable;
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uniform float decorative_bubble_opacity : hint_range(0.0, 1.0) = 0.48;
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uniform vec2 rendered_size = vec2(784.0, 394.0);
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uniform float corner_radius : hint_range(0.0, 96.0) = 29.0;
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uniform float corner_softness : hint_range(0.0, 3.0) = 0.75;
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float hash(float value) {
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return fract(sin(value * 91.713) * 43758.5453);
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float cell_hash(vec2 cell) {
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return fract(sin(dot(cell, vec2(127.1, 311.7))) * 43758.5453);
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}
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float block_mark(vec2 point, vec2 half_size) {
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return (
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step(abs(point.x), half_size.x)
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* step(abs(point.y), half_size.y)
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);
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}
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vec4 sample_decorative_bubble(
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sampler2D artwork,
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vec2 uv,
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vec2 rect_size,
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vec2 center,
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float logical_size
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) {
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vec2 artwork_uv = (
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(uv - center) * rect_size / logical_size
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+ vec2(0.5)
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);
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float inside = (
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step(0.0, artwork_uv.x)
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* step(artwork_uv.x, 1.0)
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* step(0.0, artwork_uv.y)
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* step(artwork_uv.y, 1.0)
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);
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return texture(artwork, clamp(artwork_uv, vec2(0.0), vec2(1.0))) * inside;
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}
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vec2 decorative_bubble_center(
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float base_x,
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float phase,
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float speed,
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float drift_phase
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) {
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float progress = fract(phase + TIME * speed);
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return vec2(
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base_x + sin(TIME * 0.21 + drift_phase) * 0.012,
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1.10 - progress * 1.24
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);
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}
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void fragment() {
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vec2 uv = UV;
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vec3 base = mix(water_top.rgb, water_bottom.rgb, smoothstep(0.0, 1.0, uv.y));
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float slow_time = TIME * caustic_speed;
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float broad_wave = sin((uv.x * 8.0 + uv.y * 5.0 + slow_time) * 6.28318);
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float crossing_wave = sin((uv.x * 5.5 - uv.y * 7.0 - slow_time * 0.73) * 6.28318);
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float caustic = smoothstep(1.46, 1.88, broad_wave + crossing_wave);
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base += caustic_color.rgb * caustic * caustic_opacity;
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vec2 flowing_grid = (uv + TIME * pattern_drift) * pattern_density;
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float row = floor(flowing_grid.y);
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flowing_grid.x += mod(row, 2.0) * 0.43;
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vec2 cell = floor(flowing_grid);
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vec2 local = fract(flowing_grid) - vec2(0.5);
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vec2 jitter = vec2(
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cell_hash(cell + vec2(3.7, 9.1)),
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cell_hash(cell + vec2(7.3, 2.9))
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) - vec2(0.5);
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local -= jitter * vec2(0.52, 0.46);
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vec2 stepped_local = (
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floor((local + vec2(0.5)) * 8.0) / 8.0
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- vec2(0.5)
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);
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float shape_key = cell_hash(cell + vec2(13.1, 5.7));
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float size_key = cell_hash(cell + vec2(1.9, 17.3));
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vec2 mark_half_size = mix(
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vec2(0.10, 0.07),
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vec2(0.18, 0.12),
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size_key
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);
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float mark = block_mark(stepped_local, mark_half_size);
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if (shape_key < 0.34) {
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mark = max(
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mark,
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block_mark(
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stepped_local - vec2(mark_half_size.x * 0.8, -0.11),
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vec2(mark_half_size.x * 0.52, 0.045)
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)
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);
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} else if (shape_key < 0.67) {
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mark *= 1.0 - block_mark(
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stepped_local - vec2(mark_half_size.x * 0.7, 0.0),
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vec2(0.045, 0.045)
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);
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} else {
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mark = max(
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mark,
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block_mark(
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stepped_local + vec2(mark_half_size.x * 0.75, 0.10),
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vec2(0.055, 0.04)
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)
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);
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}
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float occupancy = step(
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0.22,
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cell_hash(cell + vec2(19.7, 23.3))
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);
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float mark_opacity = mix(
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mark_opacity_min,
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mark_opacity_max,
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cell_hash(cell + vec2(29.9, 11.5))
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);
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base += caustic_color.rgb * mark * occupancy * mark_opacity;
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float sheen = (1.0 - smoothstep(0.0, 0.12, uv.y)) * 0.11;
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base += caustic_color.rgb * sheen;
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float bubbles = 0.0;
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for (int index = 0; index < 8; index++) {
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float key = float(index) + 1.0;
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float x = 0.08 + hash(key * 2.13) * 0.84;
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float phase = hash(key * 4.71);
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float y = 1.08 - mod(slow_time * (0.42 + hash(key) * 0.34) + phase, 1.18);
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float radius = 0.005 + hash(key * 8.23) * 0.008;
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vec2 delta = uv - vec2(x, y);
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delta.x *= 0.62;
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float distance_to_edge = abs(length(delta) - radius);
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bubbles += 1.0 - smoothstep(0.0015, 0.004, distance_to_edge);
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}
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base += caustic_color.rgb * min(bubbles, 1.0) * bubble_opacity;
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COLOR = vec4(base, 1.0);
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vec2 rect_size = max(rendered_size, vec2(1.0));
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float desktop_bubble_slots = step(260.0, rect_size.y);
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vec4 authored_bubbles = vec4(0.0);
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authored_bubbles += sample_decorative_bubble(
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decorative_bubble_1,
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uv,
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rect_size,
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decorative_bubble_center(0.12, 0.05, 0.020, 0.4),
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22.0
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);
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authored_bubbles += sample_decorative_bubble(
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decorative_bubble_2,
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uv,
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rect_size,
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decorative_bubble_center(0.27, 0.42, 0.016, 2.1),
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28.0
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);
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authored_bubbles += sample_decorative_bubble(
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decorative_bubble_3,
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uv,
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rect_size,
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decorative_bubble_center(0.41, 0.76, 0.018, 4.0),
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19.0
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);
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authored_bubbles += sample_decorative_bubble(
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decorative_bubble_1,
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uv,
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rect_size,
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decorative_bubble_center(0.56, 0.22, 0.015, 5.2),
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25.0
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);
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authored_bubbles += sample_decorative_bubble(
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decorative_bubble_3,
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uv,
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rect_size,
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decorative_bubble_center(0.69, 0.58, 0.019, 1.3),
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30.0
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);
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authored_bubbles += sample_decorative_bubble(
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decorative_bubble_2,
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uv,
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rect_size,
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decorative_bubble_center(0.82, 0.89, 0.017, 3.1),
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21.0
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) * desktop_bubble_slots;
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authored_bubbles += sample_decorative_bubble(
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decorative_bubble_1,
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uv,
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rect_size,
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decorative_bubble_center(0.92, 0.34, 0.014, 6.0),
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24.0
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) * desktop_bubble_slots;
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float authored_alpha = clamp(
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authored_bubbles.a * decorative_bubble_opacity,
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0.0,
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0.72
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);
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vec3 authored_color = (
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authored_bubbles.rgb
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/ max(authored_bubbles.a, 0.001)
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);
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base = mix(base, authored_color, authored_alpha);
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vec2 half_size = rect_size * 0.5;
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float radius = min(corner_radius, min(half_size.x, half_size.y));
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vec2 rounded_offset = (
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abs(uv * rect_size - half_size)
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- (half_size - vec2(radius))
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);
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float edge_distance = (
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length(max(rounded_offset, vec2(0.0)))
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+ min(max(rounded_offset.x, rounded_offset.y), 0.0)
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- radius
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);
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float softness = max(corner_softness, 0.001);
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float rounded_alpha = 1.0 - smoothstep(-softness, softness, edge_distance);
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COLOR = vec4(base, rounded_alpha);
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}
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