🔧 Improve timing of trex attack
This commit is contained in:
+4
-4
@@ -141,8 +141,8 @@ if (utils.isInShellProcess()) {
|
|||||||
const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
|
const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
|
||||||
const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
|
const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
|
||||||
const float FLASH_INTENSITY = 0.1;
|
const float FLASH_INTENSITY = 0.1;
|
||||||
const float MAX_SPAWN_TIME = 0.5; // Scratches will only start in the first half of the animation.
|
const float MAX_SPAWN_TIME = 0.6; // Scratches will only start in the first half of the animation.
|
||||||
const float FF_TIME = 0.5; // Relative time for the final fade to transparency.
|
const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
|
||||||
|
|
||||||
// This method generates a grid of randomly rotated, slightly shifted and scaled
|
// This method generates a grid of randomly rotated, slightly shifted and scaled
|
||||||
// UV squares. It returns the texture coords of the UV square at the given actor
|
// UV squares. It returns the texture coords of the UV square at the given actor
|
||||||
@@ -225,8 +225,8 @@ if (utils.isInShellProcess()) {
|
|||||||
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), progress);
|
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), progress);
|
||||||
|
|
||||||
// Fade out the remaining shards.
|
// Fade out the remaining shards.
|
||||||
float fade = smoothstep(0, 1, 1 - clamp((progress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
|
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
|
||||||
cogl_color_out *= fade;
|
cogl_color_out *= sqrt(1-fadeProgress*fadeProgress);
|
||||||
|
|
||||||
// These are pretty useful for understanding how this works.
|
// These are pretty useful for understanding how this works.
|
||||||
// cogl_color_out = vec4(vec3(flashIntensity), 1);
|
// cogl_color_out = vec4(vec3(flashIntensity), 1);
|
||||||
|
|||||||
Reference in New Issue
Block a user