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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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@ -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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