Added a new particle system for the torches and bring back the vignette

This commit is contained in:
samuncle 2014-06-14 00:42:57 +02:00
parent 6425befc5e
commit 08369d1fcb
2 changed files with 43 additions and 1 deletions

View File

@ -0,0 +1,35 @@
<?xml version="1.0"?>
<!-- For sky particles, the size of the box is ignored -->
<particles emitter="box" box_x="0.1" box_y="0.5" box_z="0.1">
<spreading angle="30" />
<velocity x="-0.000"
y="0.002"
z="-0.000" />
<material file="gfx_sparkFire_a.png" clampu="Y" clampv="Y" />
<!-- Amount of particles emitted per second -->
<rate min="20"
max="50" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="3000"
max="3000" />
<!-- Size of the particles -->
<size min="0.2"
max="0.3" />
<color min="40 40 255"
max="255 255 255" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="100" />
<wind speed="0.16"
flips="Y" />
</particles>

View File

@ -43,5 +43,12 @@ void main()
// Uncharted2 tonemap with Auria's custom coefficients
vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06);
perChannel = pow(perChannel, vec4(2.2));
FragColor = vec4(perChannel.xyz, col.a);
vec2 inside = uv - 0.5;
float vignette = 1 - dot(inside, inside);
vignette = clamp(pow(vignette, 0.8), 0., 1.);
//vignette = clamp(vignette + vignette - 0.5, 0., 1.15);
FragColor = vec4(perChannel.xyz * vignette, col.a);
}