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Re-introduce AfterEffect shader functonality, part 1.
This repairs pixel/vertex shader code that was seemingly experimented with during testing, but it was never used and no shaders ever made it to the data files.
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8 changed files with 216 additions and 256 deletions
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@ -1532,10 +1532,10 @@ This build is not yet final, and as such there are a couple things lacking. They
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renderObjectLayerOrder[LR_ENTITIES_MINUS3] = -1;
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renderObjectLayerOrder[LR_ENTITIES_MINUS2] = -1;
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if (!Entity::blurShader.isLoaded())
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/*if (!Entity::blurShader.isLoaded())
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{
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//Entity::blurShader.load("data/shaders/stan.vert", "data/shaders/hoblur.frag");
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}
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}*/
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setMousePosition(core->center);
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@ -27,7 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "ScriptedEntity.h"
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#include "Shot.h"
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Shader Entity::blurShader;
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//Shader Entity::blurShader;
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void Entity::stopPull()
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{
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@ -1080,7 +1080,7 @@ void Entity::onFHScale()
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copySkel.alpha.interpolateTo(0, 0.5);
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*/
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//skeletalSprite.alpha.interpolateTo(1,sct);
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blurShaderAnim.interpolateTo(Vector(blurMin,0,0), sct);
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//blurShaderAnim.interpolateTo(Vector(blurMin,0,0), sct);
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fhScale = 0;
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}
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@ -1105,8 +1105,8 @@ void Entity::onFH()
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flipScale.interpolateTo(Vector(0.6, 1), sct);
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blurShaderAnim = Vector(blurMin);
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blurShaderAnim.interpolateTo(Vector(blurMax,0,0), sct/2);
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//blurShaderAnim = Vector(blurMin);
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//blurShaderAnim.interpolateTo(Vector(blurMax,0,0), sct/2);
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fhScale = 1;
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}
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@ -1681,7 +1681,7 @@ void Entity::onUpdate(float dt)
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break;
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}
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blurShaderAnim.update(dt);
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//blurShaderAnim.update(dt);
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}
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@ -2832,23 +2832,18 @@ void Entity::render()
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// HACK: need to multiply base + etc
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skeletalSprite.setColorMult(this->color, this->alpha.x);
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bool set=false;
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/*bool set=false;
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if (beautyFlip && blurShader.isLoaded() && flipScale.isInterpolating() && dsq->user.video.blur)
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{
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/*
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std::ostringstream os;
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os << "blurShaderAnim: " << blurShaderAnim.x;
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debugLog(os.str());
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*/
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//swizzle
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blurShader.setValue(color.x, color.y, color.z, blurShaderAnim.x);
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blurShader.bind();
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set = true;
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}
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}*/
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Quad::render();
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//if (beautyFlip && blurShader.isLoaded() && flipScale.isInterpolating())
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if (set)
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blurShader.unbind();
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//if (set)
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// blurShader.unbind();
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renderBorder = false;
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skeletalSprite.clearColorMult();
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color = bcolor;
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@ -452,7 +452,7 @@ public:
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//bool registerEntityDied;
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bool clampToSurface(int tcheck=0, Vector usePos=Vector(0,0), TileVector hitTile=TileVector(0,0));
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bool checkSurface(int tcheck, int state, float statet);
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static Shader blurShader;
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//static Shader blurShader;
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std::string naijaReaction;
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Vector lookAtPoint;
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Vector getLookAtPoint();
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@ -518,7 +518,7 @@ protected:
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int lance;
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Bone *lanceBone;
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void updateLance(float dt);
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InterpolatedVector blurShaderAnim;
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//InterpolatedVector blurShaderAnim;
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int fhScale, fvScale;
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@ -9972,7 +9972,7 @@ void Game::update(float dt)
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if (avatar)
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{
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tintColor.update(dt);
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/*tintColor.update(dt);
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if (core->afterEffectManager)
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{
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if (tintColor.isInterpolating())
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@ -9981,7 +9981,7 @@ void Game::update(float dt)
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core->afterEffectManager->setActiveShader(AS_NONE);
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core->afterEffectManager->glowShader.setValue(tintColor.x, tintColor.y, tintColor.z, 1);
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}
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}*/
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if (avatar->isRolling())
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particleManager->addInfluence(ParticleInfluence(avatar->position, 300, 800, true));
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@ -892,7 +892,8 @@ public:
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std::string getNoteName(int n, const std::string &pre="");
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void selectEntityFromGroups();
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InterpolatedVector cameraInterp, tintColor;
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InterpolatedVector cameraInterp;
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//InterpolatedVector tintColor;
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float getWaterLevel();
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void setMusicToPlay(const std::string &musicToPlay);
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Vector lastCollidePosition;
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