Singularity Fixes, Part 3 (#4105)
* Hopefully make singularity shader warping resolution-invariant This may or may not fix intensity issues * Fix singularity 'zero velocity' check It got stuck in a corner. Twice. I really thought I'd fixed that. * Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle * Changes to some machine prototypes to reduce duplication of collision changes (#1) * Changes to some machine prototypes to reduce duplication of collision changes * BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
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@@ -43,10 +43,8 @@ namespace Content.Client.Graphics.Overlays
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SingularityQuery(args.Viewport.Eye);
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var viewportWB = args.WorldBounds;
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// This is a blatant cheat.
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// The correct way of doing this would be if the singularity shader performed the matrix transforms.
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// I don't need to explain why I'm not doing that.
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var resolution = Math.Max(0.125f, Math.Min(args.Viewport.RenderScale.X, args.Viewport.RenderScale.Y));
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// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
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foreach (SingularityShaderInstance instance in _singularities.Values)
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{
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// To be clear, this needs to use "inside-viewport" pixels.
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@@ -56,8 +54,8 @@ namespace Content.Client.Graphics.Overlays
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_shader?.SetParameter("positionInput", tempCoords);
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if (ScreenTexture != null)
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_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_shader?.SetParameter("intensity", instance.Intensity / resolution);
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_shader?.SetParameter("falloff", instance.Falloff / resolution);
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_shader?.SetParameter("intensity", instance.Intensity);
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_shader?.SetParameter("falloff", instance.Falloff);
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var worldHandle = args.WorldHandle;
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worldHandle.UseShader(_shader);
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