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Enable radial blur post processing effect for spirit form.

Code for this existed, but it was wrong and never enabled.
This replaces most of the code, and makes it work on widescreen.
This commit is contained in:
fgenesis 2011-10-31 18:28:57 +01:00
parent 0ff37defc1
commit 7039f1d2cc
5 changed files with 87 additions and 171 deletions

View file

@ -1981,14 +1981,16 @@ void Continuity::applyWorldEffects(WorldType type, bool transition, bool affectM
if (!transition) time = 0;
if (type == WT_SPIRIT)
{
/*
core->postProcessingFx.format = GL_LUMINANCE;
core->postProcessingFx.blendType = 1;
core->postProcessingFx.intensity = 0.2;
core->postProcessingFx.layer = LR_AFTER_EFFECTS;//LR_AFTER_EFFECTS;
core->postProcessingFx.renderLayer = LR_AFTER_EFFECTS;
core->postProcessingFx.enable(FXT_RADIALBLUR);
*/
if(dsq->user.video.blur)
{
core->postProcessingFx.blendType = 1;
core->postProcessingFx.intensity = 0.2f;
core->postProcessingFx.layer = LR_AFTER_EFFECTS;//LR_AFTER_EFFECTS;
core->postProcessingFx.renderLayer = LR_AFTER_EFFECTS;
core->postProcessingFx.enable(FXT_RADIALBLUR);
}
dsq->game->avatar->canWarp = false;
/*
@ -2003,7 +2005,7 @@ void Continuity::applyWorldEffects(WorldType type, bool transition, bool affectM
{
dsq->game->avatar->canWarp = true;
//core->postProcessingFx.disable(FXT_RADIALBLUR);
core->postProcessingFx.disable(FXT_RADIALBLUR);
//worldType = WT_SPIRIT;
/*
if (affectMusic)