1.0.0n
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@@ -18,22 +18,22 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
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return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a);
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}
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float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values
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MY_HIGHP_OR_MEDIUMP float adjusted_dissolve = (dissolve*dissolve*(3.-2.*dissolve))*1.02 - 0.01; //Adjusting 0.0-1.0 to fall to -0.1 - 1.1 scale so the mask does not pause at extreme values
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float t = time * 10.0 + 2003.;
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vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
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vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
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MY_HIGHP_OR_MEDIUMP float t = time * 10.0 + 2003.;
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MY_HIGHP_OR_MEDIUMP vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a);
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MY_HIGHP_OR_MEDIUMP vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a);
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vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
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vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
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vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
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MY_HIGHP_OR_MEDIUMP vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324));
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MY_HIGHP_OR_MEDIUMP vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532));
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MY_HIGHP_OR_MEDIUMP vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000));
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float field = (1.+ (
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MY_HIGHP_OR_MEDIUMP float field = (1.+ (
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cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) +
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cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.;
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vec2 borders = vec2(0.2, 0.8);
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MY_HIGHP_OR_MEDIUMP vec2 borders = vec2(0.2, 0.8);
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float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
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MY_HIGHP_OR_MEDIUMP float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14))
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- (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve)
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- (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve)
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@@ -52,8 +52,8 @@ vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv)
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vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords )
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{
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vec4 tex = Texel( texture, texture_coords);
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vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
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MY_HIGHP_OR_MEDIUMP vec4 tex = Texel( texture, texture_coords);
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MY_HIGHP_OR_MEDIUMP vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba;
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if (!shadow && dissolve > 0.01){
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if (burn_colour_2.a > 0.01){
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@@ -76,9 +76,9 @@ vec4 position( mat4 transform_projection, vec4 vertex_position )
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if (hovering <= 0.){
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return transform_projection * vertex_position;
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}
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float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
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vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
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float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
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MY_HIGHP_OR_MEDIUMP float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
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MY_HIGHP_OR_MEDIUMP vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
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MY_HIGHP_OR_MEDIUMP float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
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*hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);
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return transform_projection * vertex_position + vec4(0,0,0,scale);
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