improve noir glasses shader (#37996)
* improve noir glasses shader * tweak values
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@@ -1,5 +1,4 @@
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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@@ -7,9 +6,7 @@ namespace Content.Client.Overlays;
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public sealed partial class BlackAndWhiteOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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@@ -22,17 +19,6 @@ public sealed partial class BlackAndWhiteOverlay : Overlay
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ZIndex = 10; // draw this over the DamageOverlay, RainbowOverlay etc.
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
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return false;
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if (args.Viewport.Eye != eyeComp.Eye)
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return false;
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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@@ -1,7 +1,6 @@
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using Content.Shared.Inventory.Events;
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using Content.Shared.Overlays;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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namespace Content.Client.Overlays;
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33
Content.Client/Overlays/NoirOverlay.cs
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33
Content.Client/Overlays/NoirOverlay.cs
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@@ -0,0 +1,33 @@
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays;
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public sealed partial class NoirOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _noirShader;
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public NoirOverlay()
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{
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IoCManager.InjectDependencies(this);
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_noirShader = _prototypeManager.Index<ShaderPrototype>("Noir").InstanceUnique();
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ZIndex = 9; // draw this over the DamageOverlay, RainbowOverlay etc, but before the black and white shader
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var handle = args.WorldHandle;
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_noirShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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handle.UseShader(_noirShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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handle.UseShader(null);
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}
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}
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33
Content.Client/Overlays/NoirOverlaySystem.cs
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33
Content.Client/Overlays/NoirOverlaySystem.cs
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@@ -0,0 +1,33 @@
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using Content.Shared.Inventory.Events;
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using Content.Shared.Overlays;
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using Robust.Client.Graphics;
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namespace Content.Client.Overlays;
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public sealed partial class NoirOverlaySystem : EquipmentHudSystem<NoirOverlayComponent>
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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private NoirOverlay _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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_overlay = new();
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<NoirOverlayComponent> component)
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{
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base.UpdateInternal(component);
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_overlayMan.AddOverlay(_overlay);
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}
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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