Disable view dim while Redeemer shader is active.
Made Redeemer shader blur radius adapt to screen size.
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parent
80ed7e0939
commit
fe0d8d4238
2 changed files with 7 additions and 3 deletions
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@ -2,7 +2,9 @@ void main()
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{
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vec4 tinted = texture(InputTexture,TexCoord);
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vec2 nc;
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vec2 px = 1.0/textureSize(InputTexture,0);
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vec2 sz = textureSize(InputTexture,0);
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vec2 px = 1.0/vec2(1920.0);
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px.y *= sz.x/sz.y;
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float cnt = 1.0;
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for ( int j=-5; j<=5; j++ ) for ( int i=-5; i<=5; i++ )
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{
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@ -17,7 +19,7 @@ void main()
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vec2 tc;
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tc.x = coord.x*cos(Timer)-coord.y*sin(Timer);
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tc.y = coord.x*sin(Timer)+coord.y*cos(Timer);
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tinted = mix(tinted,texture(StaticTexture,tc),0.3);
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tinted = mix(tinted,texture(StaticTexture,tc),0.1);
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tinted = pow(tinted,vec4(0.7,1.1,1.3,1.0));
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tinted *= vec4(1.2,0.6,0.5,1.0);
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FragColor = tinted;
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@ -447,6 +447,7 @@ Class RedeemerHUD : HUDMessageBase
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MidTracer tr;
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Array<TargetActor> ta;
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Shape2D sshape, darrow;
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bool dodim;
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RedeemerHUD Init()
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{
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@ -497,7 +498,7 @@ Class RedeemerHUD : HUDMessageBase
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override void Draw( int bottom, int visibility )
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{
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if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return;
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Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight());
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if ( dodim ) Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight());
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// shootable targetting
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if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() )
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{
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@ -586,6 +587,7 @@ Class RedeemerHUDHandler : EventHandler
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rhud.ViewAngle = e.ViewAngle;
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rhud.ViewPitch = e.ViewPitch;
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rhud.ViewRoll = e.ViewRoll;
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rhud.dodim = !deemershader.GetBool();
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Shader.SetEnabled(players[consoleplayer],"RedeemerView",deemershader.GetBool());
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Shader.SetUniform1f(players[consoleplayer],"RedeemerView","Timer",gametic+e.fractic);
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}
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