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- class PPERequester_HeavyMetalPoisoning_3 extends PPERequester_GameplayBase
- {
- const float WAVE_PROGRESS_MIN = 0;
- const float WAVE_PROGRESS_MAX = Math.PI;
- const float WAVE_AMPLITUDE_COEF = 0.7; //utilized values clamped to <-1,1> range, this affects the duration of plateau and steepness of change
- const float WAVE_TILT = -0.12; //anything in the closed range of (1,-1), left to right. UNDEFINED for '0' value!
-
- const float DISTORT_MIN = 0;
- const float DISTORT_MAX = -0.8;
-
- //const float PULSING_FREQUENCY = 1.0;
-
- float m_ProgressAngle;
- float m_CurveValue;
- float m_CurveValueClamped;
- float m_LenseOffsetAngle;
- float m_LenseOffsetDist;
-
- void SetInitialLenseOffset(float offsetAngle, float offsetDistance = 0.5)
- {
- m_LenseOffsetAngle = offsetAngle;
- m_LenseOffsetDist = Math.Clamp(offsetDistance,0,1);
- }
-
- void SetEffectProgress(float progress) //0..1
- {
- m_ProgressAngle = Math.Lerp(WAVE_PROGRESS_MIN,WAVE_PROGRESS_MAX,progress);
- m_CurveValue = (1 / WAVE_TILT) * (Math.Atan((WAVE_TILT * Math.Sin(m_ProgressAngle)) / (1 - WAVE_TILT * Math.Cos(m_ProgressAngle)))) * WAVE_AMPLITUDE_COEF;
- m_CurveValueClamped = Math.Clamp(m_CurveValue,-1,1);
-
- float distort = Math.Lerp(DISTORT_MIN,DISTORT_MAX,m_CurveValueClamped);
- float centerX = Math.Lerp(0,m_LenseOffsetDist,Math.Sin(m_ProgressAngle + m_LenseOffsetAngle));
- float centerY = Math.Lerp(0,m_LenseOffsetDist,Math.Cos(m_ProgressAngle + m_LenseOffsetAngle));
- float chromAbb = Math.AbsFloat(m_CurveValueClamped); //scale
-
- float chromShiftR = 0.1;
- float chromShiftG = 0;
- float chromShiftB = 0.75;
-
- float alpha01 = Math.Sin( -Math.PI_HALF + 7 * m_ProgressAngle) * 0.5 + 0.5;
- vector colabA = "-1 -1 -0.85";
- vector colabB = "0 0 0";
- vector absim = vector.Lerp(colabA, colabB, alpha01);
-
- array<float> color_mod = {absim[0], absim[1], absim[2], 1.0};
-
- vector coloverA = "0 0 0";
- vector coloverB = "0.25 0.9 0.1";
- vector oversim = vector.Lerp(coloverA, coloverB, m_CurveValueClamped);
-
- array<float> color_overlay = {oversim[0], oversim[1], oversim[2], 0.5};
-
- SetTargetValueFloat(PostProcessEffectType.Distort,PPEDistort.PARAM_DISTORT,false, distort,PPEDistort.L_0_HMP,PPOperators.ADD);
- SetTargetValueFloat(PostProcessEffectType.Distort,PPEDistort.PARAM_CENTERX,false, centerX,PPEDistort.L_1_HMP,PPOperators.ADD);
- SetTargetValueFloat(PostProcessEffectType.Distort,PPEDistort.PARAM_CENTERY,false, centerY,PPEDistort.L_2_HMP,PPOperators.ADD);
- SetTargetValueFloat(PostProcessEffectType.Distort,PPEDistort.PARAM_CHROM_ABB,true, chromAbb,PPEDistort.L_3_HMP,PPOperators.ADD);
- SetTargetValueFloat(PostProcessEffectType.Distort,PPEDistort.PARAM_CHROM_ABB_SHIFTR,true, chromShiftR,PPEDistort.L_4_HMP,PPOperators.SET);
- SetTargetValueFloat(PostProcessEffectType.Distort,PPEDistort.PARAM_CHROM_ABB_SHIFTG,true, chromShiftG,PPEDistort.L_5_HMP,PPOperators.SET);
- SetTargetValueFloat(PostProcessEffectType.Distort,PPEDistort.PARAM_CHROM_ABB_SHIFTB,true, chromShiftB,PPEDistort.L_6_HMP,PPOperators.SET);
- SetTargetValueColor(PostProcessEffectType.Distort,PPEDistort.PARAM_CHROM_COLOR_MOD,color_mod,PPEDistort.L_7_HMP,PPOperators.ADD);
-
- SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,color_overlay,PPEGlow.L_23_HMP,PPOperators.ADD);
- }
- }
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