lock threat shader: softer vignette, more translucent tint

This commit is contained in:
Damocles 2026-04-22 22:16:43 +02:00
parent a6ca4df29f
commit 662c3590af

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