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gamepad: direction snapping; more flexible configuration options
- The free/restricted axis distinction is gone; the joystick always operates in "free" mode. - Added direction snapping functionality to help aid exact movement in cardinal and/or diagonal directions. The snapping angle can be adjusted from 0% (disabled) to 100% (similar to the old "restricted" mode). The snapping angle can also be biased towards cardinals or diagonals. - When the maximum zone is less than or equals dead zone, moving the character will always move at maximum speed (as in the old "restricted" mode). - Most of these settings are now visualized in the options menu and can be tested there.
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resources/00-taisei.pkgdir/shader/gamepad_circle.frag.glsl
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#version 330 core | ||
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#include "lib/render_context.glslh" | ||
#include "lib/util.glslh" | ||
#include "interface/standard.glslh" | ||
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UNIFORM(1) vec4 snap_angles_sincos; | ||
UNIFORM(2) vec4 joy_pointers; | ||
UNIFORM(3) vec2 deadzones; | ||
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float sdCircle(vec2 p, float r) { | ||
return length(p) - r; | ||
} | ||
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float sdRoundedX(vec2 p, float w, float r) { | ||
p = abs(p); | ||
return length(p - min(p.x + p.y, w) * 0.5) - r; | ||
} | ||
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float sdPieDual(vec2 p, vec2 c, float r) { | ||
p = abs(p); | ||
float l = length(p) - r; | ||
float m = length(p - c * clamp(dot(p, c), 0.0, r)); | ||
return max(l, m * sign(c.y * p.x - c.x * p.y)); | ||
} | ||
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vec2 sincos(float a) { | ||
return vec2(sin(a), cos(a)); | ||
} | ||
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float zones(vec2 uv, vec2 sc) { | ||
return 0.5 - min( | ||
sdPieDual(uv, sc, 1.0), | ||
sdPieDual(uv.yx, sc, 1.0)); | ||
} | ||
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vec4 joystickPointer(vec2 p, float d, vec4 color) { | ||
float base = 1.0 - sdCircle(p, -0.4); | ||
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float outer = smoothstep(0.48, 0.52, base) - smoothstep(0.513-d, 0.513+d, base); | ||
vec4 c = mix(vec4(color.a), color, outer) * outer; | ||
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float inner = smoothstep(0.51, 0.53, base); | ||
float innerGrad = smoothstep(0.52, 0.55, base); | ||
c = alphaCompose(c, vec4(color.rgb * mix(1.0, 0.75, innerGrad), color.a) * inner); | ||
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return c * c.a; | ||
} | ||
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void main(void) { | ||
vec2 uv = 2.22 * (flip_native_to_topleft(texCoordRaw) - 0.5); | ||
vec2 snapCardinalsSinCos = snap_angles_sincos.xy; | ||
vec2 snapDiagonalsSinCos = snap_angles_sincos.zw; | ||
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vec4 c = vec4(0); | ||
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float d = fwidth(uv.x); | ||
float circleBase = 1.0 - sdCircle(uv, 0.5); | ||
float circle = smoothstep(0.5 - d, 0.5 + d, circleBase); | ||
c = alphaCompose(c, vec4(0.25 * circle)); | ||
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float deadzone = smoothstep(0.5 - 0.01, 0.5 + 0.01, circleBase - (1 - deadzones.x)); | ||
float snapMask = circle * (1 - deadzone); | ||
deadzone *= 1.0 - smoothstep(0.25, 0.7, circleBase - (1 - deadzones.x + 0.2)); | ||
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float maxzone_val = 1 - max(deadzones.x, deadzones.y); | ||
float maxzone = smoothstep(0.5 - maxzone_val, 0.5 + d, circleBase - maxzone_val); | ||
maxzone -= smoothstep(0.52 - d, 0.52 + d, circleBase - maxzone_val); | ||
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float cross1 = sdRoundedX(uv * rot(pi/4), 2.0, -0.49); | ||
float cross2 = sdRoundedX(uv, 2.0, -0.49); | ||
float delimiters = smoothstep(0.48, 0.6, circle * (1.0 - min(cross1, cross2))); | ||
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float cardinals = zones(uv, snapCardinalsSinCos); | ||
float diagonals = zones(uv * rot(pi/4), snapDiagonalsSinCos); | ||
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c = alphaCompose(c, vec4(0.5 * maxzone)); | ||
c = alphaCompose(c, vec4(1, 0.3, 0.3, 1) * 0.5 * snapMask * smoothstep(0.5-d, 0.5+d, cardinals)); | ||
c = alphaCompose(c, vec4(0.3, 0.3, 1, 1) * 0.5 * snapMask * smoothstep(0.5-d, 0.5+d, diagonals)); | ||
c = alphaCompose(c, vec4(vec3(0), 0.7 * deadzone)); | ||
c = alphaCompose(c, joystickPointer(uv - joy_pointers.xy, d, vec4(1, 0.9, 0.2, 1))); | ||
c = alphaCompose(c, joystickPointer(uv - joy_pointers.zw, d, vec4(0.6))); | ||
c = alphaCompose(c, vec4(0, 0, 0, delimiters)); | ||
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if(all(lessThan(c, vec4(1.0 / 255.0)))) { | ||
discard; | ||
} | ||
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fragColor = c * r_color; | ||
} |
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objects = standard.vert gamepad_circle.frag |
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