fixed hiddendoor tiles, now uses destruct shader no spriteset
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36
assets/shaders/destruct.kg
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36
assets/shaders/destruct.kg
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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//kage:unit pixels
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package main
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var Damaged int
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const HP float = 0
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func Fragment(_ vec4, texCoord vec2, _ vec4) vec4 {
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wallpx := imageSrc0At(texCoord) // A pixel from the wall tile
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mask := imageSrc1At(texCoord) // A pixel from the damage mask image
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if Damaged == 1 && (wallpx.a != 0.0 && mask.a != 0.0) {
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alpha := clamp(HP+(1.0-mask.a), 0.0, 1.0)
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// Create a darker pixel if it's inside a damage mask.
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return vec4(wallpx.r*alpha, wallpx.g*alpha, wallpx.b*alpha, wallpx.a)
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}
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return wallpx // Otherwise, leave a pixel color as is
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}
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