diff --git a/assets/1x/exotic_jokers.png b/assets/1x/exotic_jokers.png index 2068407d..49da240c 100644 Binary files a/assets/1x/exotic_jokers.png and b/assets/1x/exotic_jokers.png differ diff --git a/assets/2x/exotic_jokers.png b/assets/2x/exotic_jokers.png index 82cc545c..609db200 100644 Binary files a/assets/2x/exotic_jokers.png and b/assets/2x/exotic_jokers.png differ diff --git a/assets/shaders/entr_glitched.fs b/assets/shaders/entr_glitched.fs new file mode 100644 index 00000000..832e0b61 --- /dev/null +++ b/assets/shaders/entr_glitched.fs @@ -0,0 +1,280 @@ +#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH) + #define MY_HIGHP_OR_MEDIUMP highp +#else + #define MY_HIGHP_OR_MEDIUMP mediump +#endif + +extern MY_HIGHP_OR_MEDIUMP vec2 astral; +extern MY_HIGHP_OR_MEDIUMP number dissolve; +extern MY_HIGHP_OR_MEDIUMP number time; +extern MY_HIGHP_OR_MEDIUMP vec4 texture_details; +extern MY_HIGHP_OR_MEDIUMP vec2 image_details; +extern bool shadow; +extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_1; +extern MY_HIGHP_OR_MEDIUMP vec4 burn_colour_2; + +vec4 dissolve_mask(vec4 tex, vec2 texture_coords, vec2 uv) +{ + if (dissolve < 0.001) { + return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, shadow ? tex.a*0.3: tex.a); + } + + 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 + + float t = time * 10.0 + 2003.; + vec2 floored_uv = (floor((uv*texture_details.ba)))/max(texture_details.b, texture_details.a); + vec2 uv_scaled_centered = (floored_uv - 0.5) * 2.3 * max(texture_details.b, texture_details.a); + + vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); + vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); + vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); + + float field = (1.+ ( + cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; + vec2 borders = vec2(0.2, 0.8); + + float res = (.5 + .5* cos( (adjusted_dissolve) / 82.612 + ( field + -.5 ) *3.14)) + - (floored_uv.x > borders.y ? (floored_uv.x - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) + - (floored_uv.y > borders.y ? (floored_uv.y - borders.y)*(5. + 5.*dissolve) : 0.)*(dissolve) + - (floored_uv.x < borders.x ? (borders.x - floored_uv.x)*(5. + 5.*dissolve) : 0.)*(dissolve) + - (floored_uv.y < borders.x ? (borders.x - floored_uv.y)*(5. + 5.*dissolve) : 0.)*(dissolve); + + if (tex.a > 0.01 && burn_colour_1.a > 0.01 && !shadow && res < adjusted_dissolve + 0.8*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { + if (!shadow && res < adjusted_dissolve + 0.5*(0.5-abs(adjusted_dissolve-0.5)) && res > adjusted_dissolve) { + tex.rgba = burn_colour_1.rgba; + } else if (burn_colour_2.a > 0.01) { + tex.rgba = burn_colour_2.rgba; + } + } + + return vec4(shadow ? vec3(0.,0.,0.) : tex.xyz, res > adjusted_dissolve ? (shadow ? tex.a*0.3: tex.a) : .0); +} + +number hue(number s, number t, number h) +{ + number hs = mod(h, 1.)*6.; + if (hs < 1.) return (t-s) * hs + s; + if (hs < 3.) return t; + if (hs < 4.) return (t-s) * (4.-hs) + s; + return s; +} + +vec4 RGB(vec4 c) +{ + if (c.y < 0.0001) + return vec4(vec3(c.z), c.a); + + number t = (c.z < .5) ? c.y*c.z + c.z : -c.y*c.z + (c.y+c.z); + number s = 2.0 * c.z - t; + return vec4(hue(s,t,c.x + 1./3.), hue(s,t,c.x), hue(s,t,c.x - 1./3.), c.w); +} + +vec4 HSL(vec4 c) +{ + number low = min(c.r, min(c.g, c.b)); + number high = max(c.r, max(c.g, c.b)); + number delta = high - low; + number sum = high+low; + + vec4 hsl = vec4(.0, .0, .5 * sum, c.a); + if (delta == .0) + return hsl; + + hsl.y = (hsl.z < .5) ? delta / sum : delta / (2.0 - sum); + + if (high == c.r) + hsl.x = (c.g - c.b) / delta; + else if (high == c.g) + hsl.x = (c.b - c.r) / delta + 2.0; + else + hsl.x = (c.r - c.g) / delta + 4.0; + + hsl.x = mod(hsl.x / 6., 1.); + return hsl; +} + +vec4 RGBtoHSV(vec4 rgb) +{ + vec4 hsv; + float minVal = min(min(rgb.r, rgb.g), rgb.b); + float maxVal = max(max(rgb.r, rgb.g), rgb.b); + float delta = maxVal - minVal; + + // Value + hsv.z = maxVal; + + // Saturation + if (maxVal != 0.0) + hsv.y = delta / maxVal; + else { + // r = g = b = 0, s = 0, v is undefined + hsv.y = 0.0; + hsv.x = -1.0; + return hsv; + } + + // Hue + if (rgb.r == maxVal) + hsv.x = (rgb.g - rgb.b) / delta; // between yellow & magenta + else if (rgb.g == maxVal) + hsv.x = 2.0 + (rgb.b - rgb.r) / delta; // between cyan & yellow + else + hsv.x = 4.0 + (rgb.r - rgb.g) / delta; // between magenta & cyan + + hsv.x = hsv.x * (1.0 / 6.0); + if (hsv.x < 0.0) + hsv.x += 1.0; + + // Alpha + hsv.w = rgb.a; + + return hsv; +} + +vec4 HSVtoRGB(vec4 hsv) { + vec4 rgb; + + float h = hsv.x * 6.0; + float c = hsv.z * hsv.y; + float x = c * (1.0 - abs(mod(h, 2.0) - 1.0)); + float m = hsv.z - c; + + if (h < 1.0) { + rgb = vec4(c, x, 0.0, hsv.a); + } else if (h < 2.0) { + rgb = vec4(x, c, 0.0, hsv.a); + } else if (h < 3.0) { + rgb = vec4(0.0, c, x, hsv.a); + } else if (h < 4.0) { + rgb = vec4(0.0, x, c, hsv.a); + } else if (h < 5.0) { + rgb = vec4(x, 0.0, c, hsv.a); + } else { + rgb = vec4(c, 0.0, x, hsv.a); + } + + rgb.rgb += m; + + return rgb; +} + +float bitxor(float val1, float val2) +{ + float outp = 0; + for(int i = 1; i < 9; i++) outp += floor(mod(mod(floor(val1*pow(2,-i)),pow(2,i))+mod(floor(val2*pow(2,-i)),pow(2,i)),2))*pow(2,i); + return outp/256; +} + +float mod2(float val1, float mod1) +{ + val1 /= mod1; + val1 -= floor(val1); + return(mod1 * val1); +} + + +vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords ) +{ + vec4 tex = Texel(texture, texture_coords); + vec2 uv = (((texture_coords)*(image_details)) - texture_details.xy*texture_details.ba)/texture_details.ba; + + // Dummy, doesn't do anything but at least it makes the shader useable + if (uv.x > uv.x * 2.){ + uv = astral; + } + + float mod = astral.r * 1.0; + + number low = min(tex.r, min(tex.g, tex.b)); + number high = max(tex.r, max(tex.g, tex.b)); + number delta = high - low; + + //vec4 hsl = HSL(vec4(tex.r, tex.g, tex.b, tex.a)); + + float t = astral.y*2.221 + time; + vec2 floored_uv = (floor((uv*texture_details.ba)))/texture_details.ba; + vec2 uv_scaled_centered = (floored_uv - 0.5) * 50.; + + vec2 field_part1 = uv_scaled_centered + 50.*vec2(sin(-t / 143.6340), cos(-t / 99.4324)); + vec2 field_part2 = uv_scaled_centered + 50.*vec2(cos( t / 53.1532), cos( t / 61.4532)); + vec2 field_part3 = uv_scaled_centered + 50.*vec2(sin(-t / 87.53218), sin(-t / 49.0000)); + + float field = (1.+ ( + cos(length(field_part1) / 19.483) + sin(length(field_part2) / 33.155) * cos(field_part2.y / 15.73) + + cos(length(field_part3) / 27.193) * sin(field_part3.x / 21.92) ))/2.; + + + vec4 pixel = Texel(texture, texture_coords); + + float cx = uv_scaled_centered.x * 1; + float cy = uv_scaled_centered.y * 1; + + float randnum = mod2(floor(4*t), 256)*mod2(floor(4*t), 27); + randnum = mod2(bitxor(pow(randnum, 3) - randnum + 3, 7 + floor(randnum/11)), 256); + randnum = mod2(randnum*123.54,0.1)*10; + + + + vec4 hsl = HSL(vec4(tex.r, tex.g, tex.b, tex.a)); + + float xorscale = 10; + + // |y| = 50, |x| = 50 + + float mbx; + float mby; + float offx; + float offy; + float rmasksum = -1; + float rectmask = 1; + + for(int i = 0; i < 3; i++) + { + randnum = bitxor(255*randnum + mod2(t,81), pow(randnum*(16-i), 2)); + mbx = (cx - 25*sin(100/randnum)) * (1 + 2*(floor(cos(177/randnum + 1)))); + mby = (cy - 25*cos(113/randnum + 1)) * (1 + 2*(floor(sin(221/randnum)))); + offx = bitxor(255*randnum, pow(255*randnum,5) - 255*randnum); + offy = bitxor(255*randnum, pow(255*randnum,5) + 255*randnum); + + rectmask = (-mbx + abs(abs(mbx) + offx) - offx) - (mby - abs(abs(mby) - offy) + offy); + rmasksum *= -1 * min(0, max(-1, 5 - pow(rectmask, 2))); + } + + float laddermask = pow(sin((23-20*randnum*randnum)*pow(sin(sin(cy*randnum) + pow(sin(cy*randnum),2)),2)),2) * rmasksum; + + + hsl.x += floor(randnum + 0.2) * rmasksum * 4 * randnum * (1 - laddermask);// * bitxor(cx * xorscale, cy * xorscale)/4; + hsl.y += laddermask * (1 + 2 * rmasksum); + hsl.z += floor(randnum + 0.2) * (1 + rmasksum) * (1 - 1.5*hsl.z); + + tex.rgb = RGB(hsl).rgb; + + pixel = vec4(pixel.rgb * 0.0 + tex.rgb * tex.a, pixel.a); + + + + float res = (.5 + .5* cos( (astral.x) * 2.612 + ( field + -.5 ) *3.14)); + vec4 textp = RGB(hsl); + tex.rgb = textp.rgb; + return dissolve_mask(tex*colour, texture_coords, uv); +} + +extern MY_HIGHP_OR_MEDIUMP vec2 mouse_screen_pos; +extern MY_HIGHP_OR_MEDIUMP float hovering; +extern MY_HIGHP_OR_MEDIUMP float screen_scale; + +#ifdef VERTEX +vec4 position( mat4 transform_projection, vec4 vertex_position ) +{ + if (hovering <= 0.){ + return transform_projection * vertex_position; + } + float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy); + vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale; + float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist)) + *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist); + + return transform_projection * vertex_position + vec4(0,0,0,scale); +} +#endif diff --git a/items/jokers/entropic_jokers.lua b/items/jokers/entropic_jokers.lua index dcd2e17d..d0780e94 100644 --- a/items/jokers/entropic_jokers.lua +++ b/items/jokers/entropic_jokers.lua @@ -557,6 +557,9 @@ local akyros = { ease_dollars(actual) end end, + entr_credits = { + art = {"Lil. Mr. Slipstream"} + }, remove_from_deck = function() if G.jokers.config.card_limit <= 1 then G.jokers.config.card_limit = 1 end end diff --git a/items/jokers/exotic_jokers.lua b/items/jokers/exotic_jokers.lua index 0ca32ae2..dd9e9641 100644 --- a/items/jokers/exotic_jokers.lua +++ b/items/jokers/exotic_jokers.lua @@ -297,6 +297,9 @@ local scorpio = { card.ability.temp_fac = 1 end end, + entr_credits = { + art = {"Lil. Mr. Slipstream"} + }, } local ridiculus_absens = { @@ -307,8 +310,8 @@ local ridiculus_absens = { cost = 50, atlas = "exotic_jokers", - pos = { x = 6, y = 1 }, - soul_pos = { x = 8, y = 1, extra = { x = 7, y = 1 } }, + pos = { x = 6, y = 2 }, + soul_pos = { x = 8, y = 2, extra = { x = 7, y = 2 } }, dependencies = { items = { @@ -351,6 +354,9 @@ local ridiculus_absens = { end) end end, + entr_credits = { + art = {"Lil. Mr. Slipstream"} + }, } return { @@ -360,4 +366,4 @@ return { scorpio, ridiculus_absens } -} \ No newline at end of file +}