62 super.OnUpdate(delta);
81 float nOffsetX = (
Math.
Sin( time * 0.29 ) * 0.5 + 0.5) * 0.3;
82 float nOffsetY = (
Math.
Cos( time * 0.17 ) * 0.5 + 0.5) * 0.3;
85 float animLo = (
Math.
Sin( time ) * 0.5 + 0.5) * 1;
86 float animHi = (
Math.
Sin( time ) * 0.5 + 0.5) * 1;
87 float rmpLoAll =
Math.
Lerp(0.1,0.3,animLo);
88 float rmpHiAll =
Math.
Lerp(0.9,1.2,animHi);
106 for (
int i = 0; i < 4; ++i)
115 float rampingCoef = 1.1;
119 for (
int i = 0; i < 4; ++i)
PPOperators
PP operators, specify operation between subsequent layers.
static const int PARAM_NOISE_SCALE_X
static const int PARAM_GHOST_SCALE_X
static const int PARAM_GHOST_SCALE_Y
static const int PARAM_GHOST_COLOR_MOD
static const int PARAM_NOISE_REMAP_HI
static const int PARAM_NOISE_OFFSET_X
static const int PARAM_GHOST_OFFSET_X
static const int PARAM_NOISE_OFFSET_Y
static const int L_1_HMP
RGB = per channel multiplication A = overall color curve (0=linear,1=exponential)
static const int PARAM_GHOST_OFFSET_Y
static const int PARAM_NOISE_SCALE_Y
static const int PARAM_NOISE_CHANNEL_WEIGHT
static const int PARAM_NOISE_REMAP_LO
Ghost - PostProcessEffectType.Ghost.
void SetPulseProgress(float progress)
void ReSampleChannels(float time)
void OnStart(Param par=null)
void SampleChannels(float time)
void OnUpdate(float delta)
void ProcessFading(float delta)
void FadeOutEffect(float targetTime)
ref array< float > m_ColorMod
float m_FadingTimeElapsed
ref array< float > m_ChannelWeights
float m_FadeOutTimeTarget
void ProcessSimulation(float delta)
base, not to be used directly, would lead to layering collisions!
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
PostProcessEffectType
Post-process effect type.
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static const float PI_HALF
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float Sin(float angle)
Returns sinus of angle in radians.
void Stop()
Stops all elements this effect consists of.