diff --git a/scenes/game.py b/scenes/game.py index a429050..1534d59 100644 --- a/scenes/game.py +++ b/scenes/game.py @@ -1117,14 +1117,10 @@ class NoteArc: tex.draw_texture('balloon', 'rainbow_mask', src=src, x=crop_start_x, x2=-rainbow.width + crop_width) ray.end_shader_mode() - ray.begin_blend_mode(ray.BlendMode.BLEND_ADDITIVE) tex.draw_texture('balloon', 'explosion', x=self.explosion_x, y=self.explosion_y-30, frame=self.explosion_anim.attribute) - ray.end_blend_mode() ''' elif self.is_big: - ray.begin_blend_mode(ray.BlendMode.BLEND_ADDITIVE) tex.draw_texture('hit_effect', 'explosion', x=self.explosion_x, y=self.explosion_y-30, frame=self.explosion_anim.attribute) - ray.end_blend_mode() ''' tex.draw_texture('notes', str(self.note_type), x=self.x_i, y=self.y_i) @@ -1501,10 +1497,8 @@ class GogoTime: def draw(self): tex.draw_texture('gogo_time', 'fire', scale=self.fire_resize.attribute, frame=self.fire_change.attribute, fade=0.5, center=True) if not self.explosion_anim.is_finished: - ray.begin_blend_mode(ray.BlendMode.BLEND_ADDITIVE) for i in range(5): tex.draw_texture('gogo_time', 'explosion', frame=self.explosion_anim.attribute, index=i) - ray.end_blend_mode() class Gauge: def __init__(self, player_num: str, difficulty: int, level: int, total_notes: int): diff --git a/scenes/result.py b/scenes/result.py index 75f3092..b046c08 100644 --- a/scenes/result.py +++ b/scenes/result.py @@ -197,9 +197,7 @@ class ResultScreen: if self.state == State.FAIL: tex.draw_texture('background', 'gradient_fail', fade=min(0.4, self.fade_in_bottom.attribute)) else: - ray.begin_blend_mode(ray.BlendMode.BLEND_ADDITIVE) tex.draw_texture('background', 'gradient_clear', fade=min(0.4, self.fade_in_bottom.attribute)) - ray.end_blend_mode() self.bottom_characters.draw() def draw_modifiers(self): diff --git a/shader/grayscale_alpha.fs b/shader/grayscale_alpha.fs deleted file mode 100644 index 3a3cec2..0000000 --- a/shader/grayscale_alpha.fs +++ /dev/null @@ -1,13 +0,0 @@ -// fragment shader -#version 330 -in vec2 fragTexCoord; -uniform sampler2D texture0; -out vec4 finalColor; -uniform float ext_alpha; -void main() { - vec4 texColor = texture(texture0, fragTexCoord); - vec3 last_color = vec3(1.0, 253.0/255.0, (186.0*0.80)/255.0); - // Use luminance as alpha (0.0 = transparent, 1.0 = opaque) - float alpha = ((texColor.r + texColor.g + texColor.b)/3)*0.70; - finalColor = vec4(last_color, alpha * ext_alpha); -}