Beta 3. Not a lot of really noticeable changes, just more polishing.
- Made Rifle scope shader toggleable, and tweaked its visuals a bit. - Various adjustments to vector math (using portal-aware functions). - Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now. - Fixed incorrect state jump after zoomed rifle altfire. - Reduced the range of the Detector (2048 → 512), it was too massive. - [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon. - Corrected Gun Lore description of Flamethrower altfire.
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25 changed files with 118 additions and 102 deletions
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@ -1,12 +1,14 @@
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void main()
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{
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vec2 uv = TexCoord.st;
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vec2 p = vec2(0.5)-uv;
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vec3 base = texture(InputTexture,uv).rgb;
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vec2 p = vec2(.5)-uv;
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vec2 sz = textureSize(InputTexture,0);
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if ( sz.x > sz.y ) p.x *= sz.x/sz.y;
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else p.y *= sz.y/sz.x;
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vec3 col = texture(InputTexture,uv+p*pow(length(p),8.)*40.).rgb;
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col = max(col.r,max(col.g,col.b))*vec3(1.,0.2,.1);
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col *= 1.-clamp(pow(length(p)*2.,16.),0.,1.);
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FragColor = vec4(col,1.0);
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col = (max(col.r,max(col.g,col.b))+.02)*.98*vec3(1.,.2,.1);
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float fade = 1.-clamp(pow(length(p)*2.,16.),0.,1.);
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col *= fade;
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FragColor = vec4(mix(base*.1,col,vec3(fade)),1.);
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}
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