Disable view dim while Redeemer shader is active.

Made Redeemer shader blur radius adapt to screen size.
This commit is contained in:
Marisa the Magician 2018-08-15 22:16:57 +02:00
commit fe0d8d4238
2 changed files with 7 additions and 3 deletions

View file

@ -2,7 +2,9 @@ void main()
{
vec4 tinted = texture(InputTexture,TexCoord);
vec2 nc;
vec2 px = 1.0/textureSize(InputTexture,0);
vec2 sz = textureSize(InputTexture,0);
vec2 px = 1.0/vec2(1920.0);
px.y *= sz.x/sz.y;
float cnt = 1.0;
for ( int j=-5; j<=5; j++ ) for ( int i=-5; i<=5; i++ )
{
@ -17,7 +19,7 @@ void main()
vec2 tc;
tc.x = coord.x*cos(Timer)-coord.y*sin(Timer);
tc.y = coord.x*sin(Timer)+coord.y*cos(Timer);
tinted = mix(tinted,texture(StaticTexture,tc),0.3);
tinted = mix(tinted,texture(StaticTexture,tc),0.1);
tinted = pow(tinted,vec4(0.7,1.1,1.3,1.0));
tinted *= vec4(1.2,0.6,0.5,1.0);
FragColor = tinted;

View file

@ -447,6 +447,7 @@ Class RedeemerHUD : HUDMessageBase
MidTracer tr;
Array<TargetActor> ta;
Shape2D sshape, darrow;
bool dodim;
RedeemerHUD Init()
{
@ -497,7 +498,7 @@ Class RedeemerHUD : HUDMessageBase
override void Draw( int bottom, int visibility )
{
if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return;
Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight());
if ( dodim ) Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight());
// shootable targetting
if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() )
{
@ -586,6 +587,7 @@ Class RedeemerHUDHandler : EventHandler
rhud.ViewAngle = e.ViewAngle;
rhud.ViewPitch = e.ViewPitch;
rhud.ViewRoll = e.ViewRoll;
rhud.dodim = !deemershader.GetBool();
Shader.SetEnabled(players[consoleplayer],"RedeemerView",deemershader.GetBool());
Shader.SetUniform1f(players[consoleplayer],"RedeemerView","Timer",gametic+e.fractic);
}