Singularity Shaders and a lot of Shader Stuff (#2517)

* Beginnings of singulo shader

* LOTS of changes!!

* Minor changes

* Singulo stuff

* Aesthetic changes to singulo

* Combining singulo change

* ShaderAura uses IEntities now, not IPlayerSession

* Fixes?

* Fixes draw order for atmos

* using fix

* Address reviews

* nuget.config whaaa

* nuget haha

* nuget why are you so dum

* happy now

* Preparing for omegachange

* Merge from seventh level of hell

* woork

* Ignorecomponents add

* mmf

* RobustToolbox?

* Fixes

* Fixes Robust?

* adds sprite

* Nullables

* Crit overlay stuff

* Commits Robust
This commit is contained in:
GraniteSidewalk
2021-03-09 04:33:41 -06:00
committed by GitHub
parent edb9bff91c
commit 549d84174c
37 changed files with 562 additions and 133 deletions

View File

@@ -1,5 +1,6 @@
using Robust.Client.Graphics;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
@@ -15,7 +16,7 @@ namespace Content.Client.Graphics.Overlays
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public CircleMaskOverlay() : base(nameof(CircleMaskOverlay))
public CircleMaskOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
@@ -23,7 +24,7 @@ namespace Content.Client.Graphics.Overlays
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
if (!GradientCircleMaskOverlay.LocalPlayerHasState(_playerManager, false, true))
if (!CritOverlay.LocalPlayerHasState(_playerManager, false, true))
return;
handle.UseShader(_shader);
var worldHandle = (DrawingHandleWorld)handle;