Replace FlashPaletteEffect with a post-processing shader.
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Used for bursted one-colored whole screen effects. Add this to the world actor.")]
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public class FlashPostProcessEffectInfo : TraitInfo
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{
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[Desc("Measured in ticks.")]
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public readonly int Length = 20;
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public readonly Color Color = Color.White;
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[Desc("Set this when using multiple independent flash effects.")]
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public readonly string Type = null;
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public override object Create(ActorInitializer init) { return new FlashPostProcessEffect(this); }
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}
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public class FlashPostProcessEffect : RenderPostProcessPassBase, ITick
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{
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public readonly FlashPostProcessEffectInfo Info;
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int remainingFrames;
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float blend;
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public FlashPostProcessEffect(FlashPostProcessEffectInfo info)
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: base("flash", PostProcessPassType.AfterWorld)
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{
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Info = info;
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}
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public void Enable(int ticks)
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{
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if (ticks == -1)
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remainingFrames = Info.Length;
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else
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remainingFrames = ticks;
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}
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void ITick.Tick(Actor self)
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{
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if (remainingFrames > 0)
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blend = Math.Min((float)--remainingFrames / Info.Length, 1);
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}
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protected override bool Enabled => remainingFrames > 0;
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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shader.SetVec("Blend", blend);
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shader.SetVec("Color", (float)Info.Color.B / 255, (float)Info.Color.G / 255, (float)Info.Color.R / 255);
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}
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}
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}
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