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https://github.com/The-Powder-Toy/The-Powder-Toy.git
synced 2025-08-22 16:02:54 +02:00
Fancy motion blur for OpenGL, fix a lot of dialogues in OpenGL, fix gravity lensing in OpenGL, ensure Phot and Neut are PMODE_ADD, not FLAT
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@@ -269,16 +269,29 @@ uniform sampler2D tfY;\
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uniform float xres;\
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uniform float yres;\
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void main () {\
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vec4 transformX = texture2D(tfX, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
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vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
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transformX.r /= xres;\
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transformY.g /= yres;\
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vec4 texColor = vec4(\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
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vec4 transformX = texture2D(tfX, vec2(gl_TexCoord[0].s, gl_TexCoord[0].t));\
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vec4 transformY = texture2D(tfY, vec2(gl_TexCoord[0].s, gl_TexCoord[0].t));\
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transformX.r /= xres/4.0;\
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transformY.g /= yres/4.0;\
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vec4 texColor1 = vec4(\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.90, transformY.g*0.90)).r,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.80, transformY.g*0.80)).g,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.70, transformY.g*0.70)).b,\
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1.0\
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);\
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vec4 texColor2 = vec4(\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.95, transformY.g*0.95)).r,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.85, transformY.g*0.85)).g,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).b,\
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1.0\
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);\
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vec4 texColor3 = vec4(\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.85, transformY.g*0.85)).r,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).g,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.65, transformY.g*0.65)).b,\
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1.0\
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);\
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vec4 texColor = texColor1*0.6 + texColor2*0.2 + texColor3*0.2;\
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gl_FragColor = texColor;\
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}";
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const char * lensVertex = "#version 120\n\
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@@ -283,6 +283,7 @@ struct particle
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int type;
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int life, ctype;
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float x, y, vx, vy;
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float lastX, lastY;
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float temp;
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float pavg[2];
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int flags;
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