Replace GlobalLightingPaletteEffect with a post-processing shader.
This commit is contained in:
@@ -19,15 +19,13 @@ namespace OpenRA.Mods.Common.Scripting
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public class LightingGlobal : ScriptGlobal
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{
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readonly IEnumerable<FlashPostProcessEffect> flashEffects;
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readonly GlobalLightingPaletteEffect lighting;
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readonly bool hasLighting;
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readonly TintPostProcessEffect tintEffect;
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public LightingGlobal(ScriptContext context)
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: base(context)
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{
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flashEffects = context.World.WorldActor.TraitsImplementing<FlashPostProcessEffect>();
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lighting = context.World.WorldActor.TraitOrDefault<GlobalLightingPaletteEffect>();
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hasLighting = lighting != null;
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tintEffect = context.World.WorldActor.TraitOrDefault<TintPostProcessEffect>();
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}
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[Desc("Controls the `" + nameof(FlashPostProcessEffect) + "` trait.")]
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@@ -40,26 +38,26 @@ namespace OpenRA.Mods.Common.Scripting
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public double Red
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{
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get => hasLighting ? lighting.Red : 1d;
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set { if (hasLighting) lighting.Red = (float)value; }
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get => tintEffect?.Red ?? 1;
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set { if (tintEffect != null) tintEffect.Red = (float)value; }
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}
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public double Green
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{
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get => hasLighting ? lighting.Green : 1d;
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set { if (hasLighting) lighting.Green = (float)value; }
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get => tintEffect?.Green ?? 1;
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set { if (tintEffect != null) tintEffect.Green = (float)value; }
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}
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public double Blue
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{
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get => hasLighting ? lighting.Blue : 1d;
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set { if (hasLighting) lighting.Blue = (float)value; }
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get => tintEffect?.Blue ?? 1;
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set { if (tintEffect != null) tintEffect.Blue = (float)value; }
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}
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public double Ambient
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{
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get => hasLighting ? lighting.Ambient : 1d;
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set { if (hasLighting) lighting.Ambient = (float)value; }
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get => tintEffect?.Ambient ?? 1;
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set { if (tintEffect != null) tintEffect.Ambient = (float)value; }
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}
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}
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}
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@@ -1,111 +0,0 @@
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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.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Used for day/night effects.")]
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class GlobalLightingPaletteEffectInfo : TraitInfo, ILobbyCustomRulesIgnore
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{
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[Desc("Do not modify graphics that use any palette in this list.")]
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public readonly HashSet<string> ExcludePalettes = new() { "cursor", "chrome", "colorpicker", "fog", "shroud", "alpha" };
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[Desc("Do not modify graphics that start with these letters.")]
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public readonly HashSet<string> ExcludePalettePrefixes = new();
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public readonly float Red = 1f;
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public readonly float Green = 1f;
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public readonly float Blue = 1f;
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public readonly float Ambient = 1f;
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public override object Create(ActorInitializer init) { return new GlobalLightingPaletteEffect(this); }
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}
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public class GlobalLightingPaletteEffect : IPaletteModifier
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{
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readonly GlobalLightingPaletteEffectInfo info;
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public float Red;
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public float Green;
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public float Blue;
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public float Ambient;
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public GlobalLightingPaletteEffect(GlobalLightingPaletteEffectInfo info)
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{
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this.info = info;
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Red = info.Red;
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Green = info.Green;
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Blue = info.Blue;
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Ambient = info.Ambient;
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}
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public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
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{
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// Calculate ambient color multipliers as integers for speed. To handle fractional ambiance, we'll increase
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// the magnitude of the result by 8 bits.
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var ar = (uint)((1 << 8) * Ambient * Red);
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var ag = (uint)((1 << 8) * Ambient * Green);
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var ab = (uint)((1 << 8) * Ambient * Blue);
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foreach (var kvp in palettes)
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{
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if (info.ExcludePalettes.Contains(kvp.Key))
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continue;
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if (info.ExcludePalettePrefixes.Any(kvp.Key.StartsWith))
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continue;
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var palette = kvp.Value;
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for (var x = 0; x < Palette.Size; x++)
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{
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/* Here is the reference code for the operation we are performing.
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var from = palette.GetColor(x);
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var r = (int)(from.R * Ambient * Red).Clamp(0, 255);
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var g = (int)(from.G * Ambient * Green).Clamp(0, 255);
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var b = (int)(from.B * Ambient * Blue).Clamp(0, 255);
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palette.SetColor(x, Color.FromArgb(from.A, r, g, b));
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*/
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// PERF: Use integer arithmetic to avoid costly conversions to and from floating point values.
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var from = palette[x];
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// 1: Extract each color component and shift it to the lower bits, then multiply with ambiance.
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// 2: Because the ambiance was increased by 8 bits, our result has been shifted 8 bits up.
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// If the multiply overflowed we clamp the value, otherwise we mask out the fractional bits.
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// 3: Finally, we shift the color component back to its correct place. We're already 8 bits higher
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// than expected due to the multiply, so we don't have to shift as far to get back.
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var r1 = ((from & 0x00FF0000) >> 16) * ar;
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var r2 = r1 >= 0x0000FF00 ? 0x0000FF00 : r1 & 0x0000FF00;
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var r3 = r2 << 8;
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var g1 = ((from & 0x0000FF00) >> 8) * ag;
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var g2 = g1 >= 0x0000FF00 ? 0x0000FF00 : g1 & 0x0000FF00;
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var g3 = g2 << 0;
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var b1 = ((from & 0x000000FF) >> 0) * ab;
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var b2 = b1 >= 0x0000FF00 ? 0x0000FF00 : b1 & 0x0000FF00;
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var b3 = b2 >> 8;
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// Combine all the adjusted components back together.
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var a = from & 0xFF000000;
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palette[x] = a | r3 | g3 | b3;
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}
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}
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}
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}
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}
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@@ -0,0 +1,51 @@
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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 OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Used for day/night effects.")]
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class TintPostProcessEffectInfo : TraitInfo, ILobbyCustomRulesIgnore
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{
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public readonly float Red = 1f;
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public readonly float Green = 1f;
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public readonly float Blue = 1f;
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public readonly float Ambient = 1f;
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public override object Create(ActorInitializer init) { return new TintPostProcessEffect(this); }
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}
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public class TintPostProcessEffect : RenderPostProcessPassBase
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{
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public float Red;
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public float Green;
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public float Blue;
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public float Ambient;
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public TintPostProcessEffect(TintPostProcessEffectInfo info)
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: base("tint", PostProcessPassType.AfterActors)
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{
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Red = info.Red;
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Green = info.Green;
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Blue = info.Blue;
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Ambient = info.Ambient;
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}
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protected override bool Enabled => true;
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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shader.SetVec("Tint", Ambient * Red, Ambient * Green, Ambient * Blue);
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}
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}
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}
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@@ -20,13 +20,15 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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public override string Description =>
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"MenuPaletteEffect is renamed to MenuPostProcessEffect\n" +
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"ChronoshiftPaletteEffect is renamed to ChronoshiftPostProcessEffect\n" +
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"FlashPaletteEffect is renamed to FlashPostProcessEffect";
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"FlashPaletteEffect is renamed to FlashPostProcessEffect\n" +
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"GlobalLightingPaletteEffect is renamed to TintPostProcessEffect";
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
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{
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actorNode.RenameChildrenMatching("MenuPaletteEffect", "MenuPostProcessEffect");
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actorNode.RenameChildrenMatching("ChronoshiftPaletteEffect", "ChronoshiftPostProcessEffect");
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actorNode.RenameChildrenMatching("FlashPaletteEffect", "FlashPostProcessEffect");
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actorNode.RenameChildrenMatching("GlobalLightingPaletteEffect", "TintPostProcessEffect");
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yield break;
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}
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30
glsl/postprocess_tint.frag
Normal file
30
glsl/postprocess_tint.frag
Normal file
@@ -0,0 +1,30 @@
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#version {VERSION}
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec3 Tint;
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uniform sampler2D WorldTexture;
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#if __VERSION__ == 120
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uniform vec2 WorldTextureSize;
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#else
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out vec4 fragColor;
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#endif
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void main()
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{
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#if __VERSION__ == 120
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vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
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#else
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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#endif
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c = vec4(min(c.r * Tint.r, 1.0), min(c.g * Tint.g, 1.0), min(c.b * Tint.b, 1.0), c.a);
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#if __VERSION__ == 120
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gl_FragColor = c;
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#else
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fragColor = c;
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#endif
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}
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@@ -1,5 +1,5 @@
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World:
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 1.1
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Green: 0.95
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Blue: 1.051
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@@ -16,7 +16,7 @@ World:
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ParticleColors: 304074, 28386C, 202C60, 182C54
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LineTailAlphaValue: 150
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ParticleSize: 1, 1
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 0.75
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Green: 0.85
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Blue: 1.5
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@@ -7,7 +7,7 @@ World:
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ScatterDirection: -1, 1
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ParticleColors: ECECEC, E4E4E4, D0D0D0, BCBCBC
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LineTailAlphaValue: 0
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 0.88
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Green: 0.93
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Blue: 1.06
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@@ -1,5 +1,5 @@
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World:
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 1
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Green: 0.90
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Blue: 0.83
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@@ -1,5 +1,5 @@
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World:
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 1.1
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Green: 0.92
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Blue: 1.051
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@@ -17,7 +17,7 @@ World:
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ParticleColors: 304074, 28386C, 202C60, 182C54
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LineTailAlphaValue: 150
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ParticleSize: 1, 1
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 0.75
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Green: 0.85
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Blue: 1.5
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@@ -1,5 +1,5 @@
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World:
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GlobalLightingPaletteEffect@HAZE:
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TintPostProcessEffect@HAZE:
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Red: 1
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Green: 0.55
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Blue: 0
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Binary file not shown.
@@ -7,7 +7,7 @@ World:
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ParticleDensityFactor: 8
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ParticleColors: ECECEC, E4E4E4, D0D0D0, BCBCBC
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LineTailAlphaValue: 0
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 0.88
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Green: 0.92
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Blue: 1.06
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@@ -5,7 +5,7 @@ World:
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UseSquares: true
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ParticleColors: ECECEC, E4E4E4, D0D0D0, BCBCBC
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LineTailAlphaValue: 0
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GlobalLightingPaletteEffect:
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TintPostProcessEffect:
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Red: 0.9
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Green: 0.9
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Blue: 1.0
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