Minor change to sprite shader

This commit is contained in:
Flashfyre 2023-11-26 09:53:16 -05:00
parent ab9812f837
commit 1e2bd0dbb9
3 changed files with 9 additions and 9 deletions

View File

@ -116,8 +116,8 @@ export class BlockItemTheftAbAttr extends AbAttr {
export class StabBoostAbAttr extends AbAttr { export class StabBoostAbAttr extends AbAttr {
apply(pokemon: Pokemon, cancelled: Utils.BooleanHolder, args: any[]): boolean { apply(pokemon: Pokemon, cancelled: Utils.BooleanHolder, args: any[]): boolean {
if ((args[0] as Utils.IntegerHolder).value > 1) if ((args[0] as Utils.NumberHolder).value > 1)
(args[0] as Utils.IntegerHolder).value += 0.5; (args[0] as Utils.NumberHolder).value += 0.5;
return true; return true;
} }

View File

@ -34,11 +34,6 @@ void main()
%forloop% %forloop%
vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
// Multiply texture tint
vec4 color = texture * texel;
for (int i = 0; i < 32; i++) { for (int i = 0; i < 32; i++) {
if (spriteColors[i][3] == 0) if (spriteColors[i][3] == 0)
break; break;
@ -48,11 +43,16 @@ void main()
float gray = (bg.r + bg.g + bg.b) / 3.0; float gray = (bg.r + bg.g + bg.b) / 3.0;
bg = vec3(gray, gray, gray); bg = vec3(gray, gray, gray);
vec3 fg = fusionColor; vec3 fg = fusionColor;
color.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5))); texture.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
break; break;
} }
} }
vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
// Multiply texture tint
vec4 color = texture * texel;
if (outTintEffect == 1.0) { if (outTintEffect == 1.0) {
// Solid color + texture alpha // Solid color + texture alpha
color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a); color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);

View File

@ -860,7 +860,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
} }
const sourceAtk = source.getBattleStat(isPhysical ? Stat.ATK : Stat.SPATK, this); const sourceAtk = source.getBattleStat(isPhysical ? Stat.ATK : Stat.SPATK, this);
const targetDef = this.getBattleStat(isPhysical ? Stat.DEF : Stat.SPDEF, source); const targetDef = this.getBattleStat(isPhysical ? Stat.DEF : Stat.SPDEF, source);
const stabMultiplier = new Utils.IntegerHolder(source.species.type1 === move.type || (source.species.type2 !== null && source.species.type2 === move.type) ? 1.5 : 1); const stabMultiplier = new Utils.NumberHolder(source.species.type1 === move.type || (source.species.type2 !== null && source.species.type2 === move.type) ? 1.5 : 1);
const criticalMultiplier = isCritical ? 2 : 1; const criticalMultiplier = isCritical ? 2 : 1;
const isTypeImmune = (typeMultiplier.value * weatherTypeMultiplier) === 0; const isTypeImmune = (typeMultiplier.value * weatherTypeMultiplier) === 0;