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Mindustry/core/assets/shaders/inline-blocks.fragment

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#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform vec4 u_color;
uniform vec2 u_texsize;
uniform vec2 u_uv;
uniform vec2 u_uv2;
uniform float u_progress;
uniform float u_time;
varying vec4 v_color;
varying vec2 v_texCoord;
const float chunk = 4.0;
const float start = 0.7;
const float end = 0.9;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float round(float f){
return float(int(f / chunk)) * chunk;
}
bool id(vec2 coords, vec4 base, float basediff){
vec4 target = texture2D(u_texture, coords);
return target.a < 0.1 || (coords.x < u_uv.x || coords.y < u_uv.y || coords.x > u_uv2.x || coords.y > u_uv2.y);
}
bool cont(vec2 T, vec2 v, float basediff){
float step = 1.0;
vec4 base = texture2D(u_texture, T);
return base.a > 0.1 &&
(id(T + vec2(0, step) * v, base, basediff) || id(T + vec2(0, -step) * v, base, basediff) ||
id(T + vec2(step, 0) * v, base, basediff) || id(T + vec2(-step, 0) * v, base, basediff));
}
bool complete(vec2 coords){
vec2 rc = vec2(round(coords.x), round(coords.y));
float r = clamp(rand(rc) + u_progress, 0.0, 1.0);
float fr = (r-start)*(1.0/(end-start));
vec2 next = rc + chunk/2.0;
float rdst = max(abs(coords.x - next.x), abs(coords.y - next.y));
return rdst / (chunk/2.0) < fr;
}
void main() {
vec2 t = v_texCoord.xy;
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
bool any = false;
vec2 coords = (v_texCoord-u_uv) / v;
float value = coords.x + coords.y;
vec4 color = texture2D(u_texture, t);
vec2 rc = vec2(round(coords.x), round(coords.y));
vec2 center = ((u_uv + u_uv2)/2.0 - u_uv) /v;
float r = clamp(rand(rc) + u_progress, 0.0, 1.0);
const float scl = 10.0;
float dst = (abs(center.x - coords.x) + abs(center.y - coords.y)) / 2.0;
if(dst - 1.0 < u_progress * (center.x) && dst> u_progress * (center.x) && color.a > 0.1){
gl_FragColor = u_color;
}else if(r > end){
gl_FragColor = color;
}else if((cont(t, v, 100.0) && mod(u_time / 1.5 + value, 20.0) < 5.0 && color.a > 0.1) ||
(complete(coords) && (!complete(coords + vec2(1.0, 0.0)) || !complete(coords + vec2(-1.0, 0.0)) || !complete(coords + vec2(0.0, 1.0))
|| !complete(coords + vec2(0.0, -1.0))))){
gl_FragColor = u_color;
}else if(r > start && color.a > 0.1){
float fr = (r-start)*(1.0/(end-start));
vec2 next = rc + chunk/2.0;
float rdst = max(abs(coords.x - next.x), abs(coords.y - next.y));
if(rdst / (chunk/2.0) < fr){
gl_FragColor = u_color;
}else{
gl_FragColor = vec4(0.0);
}
}else{
gl_FragColor = vec4(0.0);
}
}