Added a new particle system for the torches and bring back the vignette
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6425befc5e
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35
data/gfx/gfx_sparkFire_a.xml
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35
data/gfx/gfx_sparkFire_a.xml
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@ -0,0 +1,35 @@
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<?xml version="1.0"?>
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<!-- For sky particles, the size of the box is ignored -->
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<particles emitter="box" box_x="0.1" box_y="0.5" box_z="0.1">
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<spreading angle="30" />
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<velocity x="-0.000"
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y="0.002"
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z="-0.000" />
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<material file="gfx_sparkFire_a.png" clampu="Y" clampv="Y" />
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<!-- Amount of particles emitted per second -->
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<rate min="20"
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max="50" />
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<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
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<lifetime min="3000"
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max="3000" />
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<!-- Size of the particles -->
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<size min="0.2"
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max="0.3" />
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<color min="40 40 255"
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max="255 255 255" />
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<!-- How much time in milliseconds before the particle is fully faded out -->
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<fadeout time="100" />
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<wind speed="0.16"
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flips="Y" />
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</particles>
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@ -43,5 +43,12 @@ void main()
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// Uncharted2 tonemap with Auria's custom coefficients
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vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06);
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perChannel = pow(perChannel, vec4(2.2));
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FragColor = vec4(perChannel.xyz, col.a);
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vec2 inside = uv - 0.5;
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float vignette = 1 - dot(inside, inside);
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vignette = clamp(pow(vignette, 0.8), 0., 1.);
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//vignette = clamp(vignette + vignette - 0.5, 0., 1.15);
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FragColor = vec4(perChannel.xyz * vignette, col.a);
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}
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