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Merge pull request #407 from SDM0/refactor
2 parents ea2ef7c + becb7b4 commit 54df2f3

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55 files changed

+409
-409
lines changed

assets/shaders/astral.fs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,7 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
2424
float t = time * 10.0 + 2003.;
2525
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
2626
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
27-
27+
2828
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
2929
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
3030
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
@@ -110,7 +110,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
110110
float t = astral.y*2.221 + mod(time,1.);
111111
vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba;
112112
vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.;
113-
113+
114114
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
115115
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
116116
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

assets/shaders/blur.fs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -35,12 +35,12 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
3535
vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
3636

3737
float two_pi = 6.28318530718;
38-
38+
3939
vec2 radius = size/image_details.xy;
4040

4141
vec4 original_pixel = Texel(texture, texture_coords);
4242
vec4 blurred_pixel = Texel(texture, texture_coords);
43-
43+
4444
// Blur calculations
4545
float d_step = two_pi / direction;
4646
float i_step = 1.0 / quality;
@@ -50,8 +50,8 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
5050
blurred_pixel += Texel( texture, texture_coords + vec2(cos(d), sin(d)) * radius * i);
5151
}
5252
}
53-
54-
// Final processing
53+
54+
// Final processing
5555
blurred_pixel /= quality * direction + 1.;
5656
vec4 final_pixel = vec4(blurred_pixel.rgb, original_pixel.a);
5757

@@ -62,7 +62,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
6262
float t = blur.y*2.221 + mod(time,1.);
6363
vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba;
6464
vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.;
65-
65+
6666
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
6767
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
6868
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
@@ -137,7 +137,7 @@ vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv)
137137
float t = time * 10.0 + 2003.;
138138
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
139139
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
140-
140+
141141
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
142142
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
143143
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

assets/shaders/glass.fs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -62,7 +62,7 @@ vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv)
6262
float t = time * 10.0 + 2003.;
6363
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
6464
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
65-
65+
6666
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
6767
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
6868
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

assets/shaders/glitched.fs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,7 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
2424
float t = time * 10.0 + 2003.;
2525
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
2626
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
27-
27+
2828
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
2929
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
3030
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
@@ -108,19 +108,19 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
108108
vec2 texCoordsR = texture_coords;
109109
vec2 texCoordsG = texture_coords;
110110
vec2 texCoordsB = texture_coords;
111-
111+
112112
float iTime = tan(2. * time);
113113

114114
texCoordsR.x += (0.004 * rand(vec2(iTime, uv.y))) - 0.002 + (POLY_THROWAWAY * 0.0000001);
115115
texCoordsG.x += (0.007 * rand(vec2(iTime*2., uv.y*0.9))) - 0.0035 + (POLY_THROWAWAY * 0.0000001);
116116
texCoordsB.x += (0.010 * rand(vec2(iTime*3., uv.y*0.8))) - 0.005 + (POLY_THROWAWAY_2 * 0.0000001);
117-
117+
118118
vec4 texR = Texel(texture, texCoordsR);
119119
vec4 texG = Texel(texture, texCoordsG);
120120
vec4 texB = Texel(texture, texCoordsB);
121-
121+
122122
vec4 tex = vec4(texR.r, texG.g, texB.b, texR.a);
123-
123+
124124
return dissolve_mask(tex*colour, texture_coords, uv);
125125
}
126126

assets/shaders/gold.fs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -49,7 +49,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
4949
} else {
5050
tex.a = 0.05;
5151
}
52-
52+
5353
float avg = (pixel.r + pixel.g + pixel.b) / 3.;
5454
pixel = vec4(gold_color.rgb * avg + tex.rgb * tex.a, pixel.a);
5555

@@ -67,7 +67,7 @@ vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv)
6767
float t = time * 10.0 + 2003.;
6868
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
6969
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
70-
70+
7171
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
7272
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
7373
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

assets/shaders/m.fs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -24,11 +24,11 @@ float sdParabola(vec2 pos, float wi, float he)
2424
float q = pos.x*ik*ik*0.25;
2525
float h = q*q - p*p*p;
2626
float r = sqrt(abs(h));
27-
float x = (h>0.0) ?
27+
float x = (h>0.0) ?
2828
pow(q+r,1.0/3.0) - pow(abs(q-r),1.0/3.0)*sign(r-q) :
2929
2.0*cos(atan(r/q)/3.0)*sqrt(p);
3030
x = min(x,wi);
31-
return length(pos-vec2(x,he-x*x/ik)) *
31+
return length(pos-vec2(x,he-x*x/ik)) *
3232
sign(ik*(pos.y-he)+pos.x*pos.x);
3333
}
3434

@@ -88,7 +88,7 @@ vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv)
8888
float t = time * 10.0 + 2003.;
8989
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
9090
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
91-
91+
9292
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
9393
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
9494
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

assets/shaders/mosaic.fs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,7 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
2424
float t = time * 10.0 + 2003.;
2525
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
2626
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
27-
27+
2828
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
2929
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
3030
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
@@ -103,15 +103,15 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
103103
float t = mosaic.y*7.221 + time;
104104
vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba;
105105
vec2 uv_scaled_centered = (floored_uv - 0.5) * 250.;
106-
106+
107107
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
108108
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
109109
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
110110

111111
float field = (1.+ (
112112
cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
113113
cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
114-
114+
115115
float res = (.5 + .5* cos( (mosaic.x) * 2.612 + ( field + -.5 ) *3.14));
116116

117117
number low = min(tex.b, min(tex.g, tex.r));
@@ -120,13 +120,13 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
120120

121121
number gridsize = 0.6;
122122
number fac = max(max(0., 7.*abs(cos(uv.x*gridsize*20.))-6.), max(0., 7.*cos(uv.y*gridsize*45.)-6.));
123-
123+
124124
hsl.x = hsl.x + res + fac;
125-
hsl.y = hsl.y*1.3;
125+
hsl.y = hsl.y*1.3;
126126
hsl.z = hsl.z*0.6+0.4;
127127

128128
tex =(1.-delta)*tex + delta*RGB(hsl)*vec4(0.6,0.5,1.4,tex.a);
129-
129+
130130
return dissolve_mask(tex*colour, texture_coords, uv);
131131
}
132132

assets/shaders/noisy.fs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -31,7 +31,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
3131
float random = rand(uv);
3232

3333
if (pixel.a > 0.) pixel.a += 0.1*sin(noisy.x) - 0.51;
34-
34+
3535
return dissolve_mask(vec4(pixel.rgb * random, pixel.a), texture_coords, uv);
3636
}
3737

@@ -46,7 +46,7 @@ vec4 dissolve_mask(vec4 final_pixel, vec2 texture_coords, vec2 uv)
4646
float t = time * 10.0 + 2003.;
4747
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
4848
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
49-
49+
5050
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
5151
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
5252
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

assets/shaders/oversat.fs

Lines changed: 9 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,7 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
2424
float t = time * 10.0 + 2003.;
2525
vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
2626
vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
27-
27+
2828
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
2929
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
3030
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
@@ -134,12 +134,12 @@ vec4 RGBtoHSV(vec4 rgb)
134134

135135
vec4 HSVtoRGB(vec4 hsv) {
136136
vec4 rgb;
137-
137+
138138
float h = hsv.x * 6.0;
139139
float c = hsv.z * hsv.y;
140140
float x = c * (1.0 - abs(mod(h, 2.0) - 1.0));
141141
float m = hsv.z - c;
142-
142+
143143
if (h < 1.0) {
144144
rgb = vec4(c, x, 0.0, hsv.a);
145145
} else if (h < 2.0) {
@@ -153,27 +153,27 @@ vec4 HSVtoRGB(vec4 hsv) {
153153
} else {
154154
rgb = vec4(c, 0.0, x, hsv.a);
155155
}
156-
156+
157157
rgb.rgb += m;
158-
158+
159159
return rgb;
160160
}
161161
vec3 increaseContrast(vec3 color, float amount)
162162
{
163163
// Convert from [0,1] to [-0.5,0.5] range
164164
vec3 centered = color - 0.5;
165-
165+
166166
// Increase contrast
167167
centered *= amount;
168-
168+
169169
// Convert back to [0,1] range and clamp
170170
return clamp(centered + 0.5, 0.0, 1.0);
171171
}
172172
vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )
173173
{
174174
vec4 tex = Texel(texture, texture_coords);
175175
vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
176-
176+
177177
// Dummy, doesn't do anything but at least it makes the shader useable
178178
if (uv.x > uv.x * 2.){
179179
uv = oversat;
@@ -192,7 +192,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
192192
float t = oversat.y*2.221 + time;
193193
vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba;
194194
vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.;
195-
195+
196196
vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
197197
vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
198198
vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));

items/blind.lua

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -351,15 +351,15 @@ local trick = {
351351
v:flip()
352352
end
353353
end
354-
--[[if #G.hand.cards > 1 then
355-
G.E_MANAGER:add_event(Event({ trigger = 'after', delay = 0.2, func = function()
356-
G.E_MANAGER:add_event(Event({ func = function() G.hand:shuffle('cry_trick'); play_sound('cardSlide1', 0.85);return true end }))
354+
--[[if #G.hand.cards > 1 then
355+
G.E_MANAGER:add_event(Event({ trigger = 'after', delay = 0.2, func = function()
356+
G.E_MANAGER:add_event(Event({ func = function() G.hand:shuffle('cry_trick'); play_sound('cardSlide1', 0.85);return true end }))
357357
delay(0.15)
358-
G.E_MANAGER:add_event(Event({ func = function() G.hand:shuffle('cry_trick'); play_sound('cardSlide1', 1.15);return true end }))
358+
G.E_MANAGER:add_event(Event({ func = function() G.hand:shuffle('cry_trick'); play_sound('cardSlide1', 1.15);return true end }))
359359
delay(0.15)
360-
G.E_MANAGER:add_event(Event({ func = function() G.hand:shuffle('cry_trick'); play_sound('cardSlide1', 1);return true end }))
360+
G.E_MANAGER:add_event(Event({ func = function() G.hand:shuffle('cry_trick'); play_sound('cardSlide1', 1);return true end }))
361361
delay(0.5)
362-
return true end }))
362+
return true end }))
363363
end--]]
364364
end,
365365
}

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