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
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@@ -1,5 +1,6 @@
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using Content.Client.Interfaces.Parallax;
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using Content.Client.Interfaces.Parallax;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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@@ -13,7 +14,6 @@ namespace Content.Client.Parallax
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[Dependency] private readonly IClyde _displayManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override bool AlwaysDirty => true;
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private const float Slowness = 0.5f;
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private Texture _parallaxTexture;
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@@ -21,7 +21,7 @@ namespace Content.Client.Parallax
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public override OverlaySpace Space => OverlaySpace.ScreenSpaceBelowWorld;
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private readonly ShaderInstance _shader;
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public ParallaxOverlay() : base(nameof(ParallaxOverlay))
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public ParallaxOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
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