Compare commits

...

17 Commits

Author SHA1 Message Date
dfbefdc532 Merge tag '2025.1028.0' 2025-11-03 20:07:59 +03:00
Dean Herbert
654c3d09cd Backgrounds for "Circles" intro sequence (#353)
* Added Circles assets

Created folder "Texture/Intro/Circles" to store circles assets (following example set by assets for "Welcome" Intro sequence)

* Addressed Naming Consistency

Renamed images from "menu-circles-background-x" format to "menu-background-x" to match conventions
2025-10-28 12:56:20 +09:00
N0Y0U2114
dd414fe878 Merge branch 'master' of https://github.com/N0Y0U2114/osu-resources-circles-background-assets 2025-10-27 22:52:21 -05:00
N0Y0U2114
5da1a1c806 Addressed Naming Consistency
Renamed images from "menu-circles-background-x" format to "menu-background-x" to match conventions
2025-10-27 22:52:15 -05:00
N0Y0U2114
91254bbbc7 Merge branch 'ppy:master' into master 2025-10-27 22:44:22 -05:00
Dean Herbert
5bd03adfe5 Merge pull request #390 from nekodex/matchmaking-more-more-sfx
Add/update matchmaking samples
2025-10-25 20:47:28 +09:00
Jamie Taylor
db103660aa Add/update matchmaking samples 2025-10-24 22:38:14 +09:00
Dean Herbert
4bb8eda4b8 Merge pull request #388 from nekodex/matchmaking-more-sfx
Add yet more samples for matchmaking
2025-10-06 14:17:16 +09:00
Jamie Taylor
8a64f35da0 More samples for matchmaking 2025-10-03 17:25:43 +09:00
Jinkku
3389589219 Separate spritesheet-based icons to single files (#386)
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2025-10-01 09:33:34 +02:00
Dean Herbert
3dc7b2587b Merge pull request #376 from cl8n/combo-fire
Add legacy combo fire textures and shader
2025-10-01 16:31:03 +09:00
Dean Herbert
84ee0b93e7 Merge pull request #387 from nekodex/matchmaking-sfx
Add more samples for matchmaking
2025-09-13 10:45:33 +09:00
Jamie Taylor
6579de103e Add more samples for matchmaking 2025-09-12 18:18:57 +09:00
Jamie Taylor
cd84499dc1 Move roulette samples into subfolder 2025-09-12 18:18:44 +09:00
clayton
d23e432ca5 Remove combo fire vertex shader
I didn't realise this is the same thing as PositionAndColour
2025-08-23 14:22:32 -07:00
clayton
5c7d5ab2b1 Add combo fire textures and shader 2025-08-23 14:22:32 -07:00
N0Y0U2114
c4e8e5af17 Added Circles assets
Created folder "Texture/Intro/Circles" to store circles assets (following example set by assets for "Welcome" Intro sequence)
2025-01-30 00:35:00 -06:00
44 changed files with 90 additions and 0 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 93 KiB

View File

@@ -0,0 +1,90 @@
#ifndef LEGACY_COMBO_FIRE_FS
#define LEGACY_COMBO_FIRE_FS
#include "sh_TextureWrapping.h"
layout(location = 0) in highp vec2 v_TexCoord;
layout(location = 1) in lowp vec4 v_Colour;
layout(std140, set = 0, binding = 0) uniform m_FireParameters
{
highp float g_Time;
highp float g_AlphaFactor;
highp float g_OrangeToBlueLerp;
highp vec4 g_OrangeTexRect;
highp vec4 g_BlueTexRect;
highp vec4 g_EffectsTexRect;
};
layout(set = 1, binding = 0) uniform lowp texture2D m_OrangeTexture;
layout(set = 1, binding = 1) uniform lowp sampler m_OrangeSampler;
layout(set = 2, binding = 0) uniform lowp texture2D m_BlueTexture;
layout(set = 2, binding = 1) uniform lowp sampler m_BlueSampler;
layout(set = 3, binding = 0) uniform lowp texture2D m_EffectsTexture;
layout(set = 3, binding = 1) uniform lowp sampler m_EffectsSampler;
layout(location = 0) out vec4 o_Colour;
const highp float noiseHeightScale = 0.44;
const highp float noiseHeightOffset = -3.8;
const highp vec3 noiseSpeeds = vec3(0.69, 0.52, 0.75);
const highp vec3 noiseWeights = vec3(0.12, 0.09, 0.07);
const int WRAP_CLAMP_TO_EDGE = 1;
const int WRAP_REPEAT = 3;
lowp vec4 wrappedTexture(lowp texture2D t, lowp sampler s, highp vec2 pos, highp vec4 texRect, int wrapMode)
{
pos = vec2
(
wrap(pos.x, wrapMode, 0, 1),
wrap(pos.y, wrapMode, 0, 1)
);
return texture(sampler2D(t, s), pos * (texRect.zw - texRect.xy) + texRect.xy, -0.9);
}
void main(void)
{
// Take 3 samples of the noise texture (red channel of effects)
highp vec3 noiseCoordYs = noiseSpeeds * g_Time + v_TexCoord.y;
lowp vec3 noiseSamples = vec3
(
wrappedTexture(m_EffectsTexture, m_EffectsSampler, vec2(v_TexCoord.x, noiseCoordYs.x), g_EffectsTexRect, WRAP_REPEAT).r,
wrappedTexture(m_EffectsTexture, m_EffectsSampler, vec2(v_TexCoord.x, noiseCoordYs.y), g_EffectsTexRect, WRAP_REPEAT).r,
wrappedTexture(m_EffectsTexture, m_EffectsSampler, vec2(v_TexCoord.x, noiseCoordYs.z), g_EffectsTexRect, WRAP_REPEAT).r
);
// Weighted sum of the noise samples, each rescaled to [-1, 1]
lowp float noiseSum = dot(noiseSamples * 2 - 1, noiseWeights);
// Apply noise to texture coordinate
lowp vec2 adjustedCoord = v_TexCoord + vec2(noiseSum) * (v_TexCoord.y * noiseHeightScale + noiseHeightOffset);
// Take samples of orange and blue with the adjusted coordinate
lowp vec4 orange = wrappedTexture(m_OrangeTexture, m_OrangeSampler, adjustedCoord, g_OrangeTexRect, WRAP_CLAMP_TO_EDGE);
// Change from osu!stable: Mask away top-right corner. The opacity tricks
// below leave some artifacts of the orange fire in that corner. The smooth
// step helps blend the orange to blue fire transition better.
orange.a *= smoothstep(-0.1, 0.1, -v_TexCoord.x + v_TexCoord.y);
lowp vec4 blue = wrappedTexture(m_BlueTexture, m_BlueSampler, adjustedCoord, g_BlueTexRect, WRAP_CLAMP_TO_EDGE);
// Mix orange and blue together
lowp vec4 base = mix(orange, blue, g_OrangeToBlueLerp);
// Take sample of the "opacity" texture (green and blue channel of
// effects) with the adjusted coordinate. Despite what it was named, the
// texture also includes a subtle greyscale component.
lowp vec4 opacity = wrappedTexture(m_EffectsTexture, m_EffectsSampler, adjustedCoord, g_EffectsTexRect, WRAP_CLAMP_TO_EDGE).gggb;
// Adjust alpha using the base green channel and the alpha factor
opacity.a *= clamp((base.g * 0.5 - 0.5 + g_AlphaFactor) / 0.1, 0, 1);
o_Colour = base * opacity * v_Colour;
}
#endif

Binary file not shown.

After

Width:  |  Height:  |  Size: 106 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 142 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 94 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 717 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 724 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 837 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 739 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 745 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 832 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 653 KiB