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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.
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parent
0ff37defc1
commit
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5 changed files with 87 additions and 171 deletions
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@ -1981,14 +1981,16 @@ void Continuity::applyWorldEffects(WorldType type, bool transition, bool affectM
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if (!transition) time = 0;
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if (type == WT_SPIRIT)
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{
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/*
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core->postProcessingFx.format = GL_LUMINANCE;
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core->postProcessingFx.blendType = 1;
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core->postProcessingFx.intensity = 0.2;
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core->postProcessingFx.layer = LR_AFTER_EFFECTS;//LR_AFTER_EFFECTS;
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core->postProcessingFx.renderLayer = LR_AFTER_EFFECTS;
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core->postProcessingFx.enable(FXT_RADIALBLUR);
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*/
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if(dsq->user.video.blur)
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{
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core->postProcessingFx.blendType = 1;
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core->postProcessingFx.intensity = 0.2f;
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core->postProcessingFx.layer = LR_AFTER_EFFECTS;//LR_AFTER_EFFECTS;
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core->postProcessingFx.renderLayer = LR_AFTER_EFFECTS;
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core->postProcessingFx.enable(FXT_RADIALBLUR);
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}
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dsq->game->avatar->canWarp = false;
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/*
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@ -2003,7 +2005,7 @@ void Continuity::applyWorldEffects(WorldType type, bool transition, bool affectM
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{
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dsq->game->avatar->canWarp = true;
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//core->postProcessingFx.disable(FXT_RADIALBLUR);
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core->postProcessingFx.disable(FXT_RADIALBLUR);
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//worldType = WT_SPIRIT;
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/*
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if (affectMusic)
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