#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Used for day/night effects.")] [TraitLocation(SystemActors.World | SystemActors.EditorWorld)] public class TintPostProcessEffectInfo : TraitInfo, ILobbyCustomRulesIgnore { public readonly float Red = 1f; public readonly float Green = 1f; public readonly float Blue = 1f; public readonly float Ambient = 1f; public override object Create(ActorInitializer init) { return new TintPostProcessEffect(this); } } public class TintPostProcessEffect : RenderPostProcessPassBase { public float Red; public float Green; public float Blue; public float Ambient; public TintPostProcessEffect(TintPostProcessEffectInfo info) : base("tint", PostProcessPassType.AfterActors) { Red = info.Red; Green = info.Green; Blue = info.Blue; Ambient = info.Ambient; } protected override bool Enabled => true; protected override void PrepareRender(WorldRenderer wr, IShader shader) { shader.SetVec("Tint", Ambient * Red, Ambient * Green, Ambient * Blue); } } }