about summary refs log tree commit diff stats
path: root/data/maps/the_darkroom/rooms/First Room.txtpb
blob: 5e8167c0e0cd01f957b1fe7c67d4af8ca7a35f60 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
name: "First Room"
panel_display_name: "First Room"
panels {
  name: "BISON"
  path: "Panels/Room 1/panel_1"
  clue: "bison"
  answer: "bison"
}
panels {
  name: "FISH"
  path: "Panels/Room 1/panel_2"
  clue: "fish"
  answer: "fish"
}
panels {
  name: "SHEEP"
  path: "Panels/Room 1/panel_3"
  clue: "sheep"
  answer: "sheep"
  required_door { name: "Double Letter Panel Blockers" }
}
panels {
  name: "KOI"
  path: "Panels/Room 1/panel_4"
  clue: "koi"
  answer: "koi"
}
panels {
  name: "TUNA"
  path: "Panels/Room 1/panel_5"
  clue: "tuna"
  answer: "tuna"
}
ports {
  name: "ENTRY"
  path: "Components/Warps/worldport"
  destination { x: -10 y: 0 z: 10 }
  rotation: 0
}
'/therapy/blame/shaders/bloom2.fragment?id=297c093d398e7d6e5fcc5dc6ba1056ede25abf6f'>^
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33





                 

                           






                                                                   

           


                                         
                                      
                   
  
                                                    
                         
                            
                                    
                     
                                            
  

                                               
 
#version 330 core

in vec2 UV;

out vec3 color;

uniform sampler2D clearTex;
uniform sampler2D blurTex;
uniform float iGlobalTime;

float nrand(vec2 n)
{
  return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453);
}

void main()
{
  color = vec3(0.0);
  //color += texture(tex2, UV).rgb / 2.0;
  color += texture(blurTex, UV).rgb;
  color = max(vec3(0.0), color - 0.5);
  //color *= color;
  
  //float flicker =  0.5 + nrand(vec2(iGlobalTime));
  //flicker *= (flicker);
  //flicker = sqrt(flicker);
  //flicker = pow(flicker, 1.0/8.0);
  //color *= flicker;
  //color *= mix(vec3(0.0), color, flicker);
  
  color += texture(clearTex, UV).rgb;
  //color = clamp(color, vec3(0.0), vec3(1.0));
}