lock threat shader: softer vignette, more translucent tint
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1 changed files with 8 additions and 8 deletions
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@ -35,18 +35,18 @@ void main() {
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// Vignette - radial darkening from edges, creeping inward with threat
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// Vignette - radial darkening from edges, creeping inward with threat
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vec2 center = uv - 0.5;
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vec2 center = uv - 0.5;
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float dist = length(center * vec2(1.0, 0.7)); // wider horizontally
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float dist = length(center * vec2(1.0, 0.7)); // wider horizontally
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// Inner edge shrinks as threat rises (0.7 -> 0.25)
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// Inner edge shrinks as threat rises (0.8 -> 0.35)
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float vigInner = mix(0.7, 0.25, intensity);
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float vigInner = mix(0.8, 0.35, intensity);
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// Outer edge also shrinks (1.0 -> 0.6)
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// Outer edge also shrinks (1.1 -> 0.7)
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float vigOuter = mix(1.0, 0.6, intensity);
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float vigOuter = mix(1.1, 0.7, intensity);
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float vig = smoothstep(vigInner, vigOuter, dist);
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float vig = smoothstep(vigInner, vigOuter, dist);
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// Red tint on the vignette area
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// Red tint on the vignette area - translucent blend
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vec3 threatColor = uColor.rgb;
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vec3 threatColor = uColor.rgb;
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vec3 tinted = mix(tex.rgb, threatColor * 0.15, vig * intensity);
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vec3 tinted = mix(tex.rgb, threatColor * 0.12, vig * intensity * 0.6);
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// Darken edges
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// Darken edges - softer
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tinted *= 1.0 - vig * intensity * 0.7;
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tinted *= 1.0 - vig * intensity * 0.35;
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fragColor = vec4(tinted, tex.a) * qt_Opacity;
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fragColor = vec4(tinted, tex.a) * qt_Opacity;
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}
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}
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