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-rw-r--r--bin/SDL2.dllbin771072 -> 771072 bytes
-rw-r--r--bin/cembed.exebin11264 -> 11264 bytes
-rw-r--r--bin/game/main.lua5
-rw-r--r--bin/jin.exebin596992 -> 593920 bytes
-rw-r--r--bin/lua51.dllbin364544 -> 364544 bytes
5 files changed, 3 insertions, 2 deletions
diff --git a/bin/SDL2.dll b/bin/SDL2.dll
index 85a842f..051c861 100644
--- a/bin/SDL2.dll
+++ b/bin/SDL2.dll
Binary files differ
diff --git a/bin/cembed.exe b/bin/cembed.exe
index cc0629c..56f8692 100644
--- a/bin/cembed.exe
+++ b/bin/cembed.exe
Binary files differ
diff --git a/bin/game/main.lua b/bin/game/main.lua
index bba760e..9ee816c 100644
--- a/bin/game/main.lua
+++ b/bin/game/main.lua
@@ -176,12 +176,13 @@ function jin.core.onLoad()
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
- float a = abs(sin(jin_Time.x)) * 3.14;
+ float t = jin_Time.x;
+ float a = abs(sin(t)) * 3.14;
vec2 p = vec2(0.5*cos(a) + 0.5, 0.5*sin(a) + 0.5);
vec2 dir = v.uv - p;
float d = .7 * length(dir);
normalize(dir);
- vec2 value = d * dir * 200 * abs(sin(jin_Time.x * 3));
+ vec2 value = d * dir * 200 * abs(sin(t * 3));
vec4 c1 = texel(tex, v.uv - value / jin_RenderTargetSize.x);
vec4 c2 = texel(tex, v.uv);
diff --git a/bin/jin.exe b/bin/jin.exe
index 4b51aa4..8588f84 100644
--- a/bin/jin.exe
+++ b/bin/jin.exe
Binary files differ
diff --git a/bin/lua51.dll b/bin/lua51.dll
index 80e34cf..c7592fb 100644
--- a/bin/lua51.dll
+++ b/bin/lua51.dll
Binary files differ