diff --git a/shaders/glsl/RedeemerView.fp b/shaders/glsl/RedeemerView.fp index f849490..d4137c3 100644 --- a/shaders/glsl/RedeemerView.fp +++ b/shaders/glsl/RedeemerView.fp @@ -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; diff --git a/zscript/warheadlauncher.zsc b/zscript/warheadlauncher.zsc index 6f43988..301a9b3 100644 --- a/zscript/warheadlauncher.zsc +++ b/zscript/warheadlauncher.zsc @@ -447,6 +447,7 @@ Class RedeemerHUD : HUDMessageBase MidTracer tr; Array 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); }