Finalize Player Menu and UI scaling

This commit is contained in:
Alexander Sellite 2026-07-29 10:53:46 -04:00
parent 5af84eaf47
commit 3900b46618
17 changed files with 1002 additions and 322 deletions

View file

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