36 float chromShiftR = 0.1;
37 float chromShiftG = 0;
38 float chromShiftB = 0.75;
41 vector colabA =
"-1 -1 -0.85";
45 array<float> color_mod = {absim[0], absim[1], absim[2], 1.0};
48 vector coloverB =
"0.25 0.9 0.1";
51 array<float> color_overlay = {oversim[0], oversim[1], oversim[2], 0.5};
Distort - PostProcessEffectType.Distort.
static const int PARAM_CHROM_ABB_SHIFTR
Maximum value of chromatic abberation, 0 = disable - note that chrom. aberr depends on amount of dist...
static const int PARAM_CHROM_ABB
Lens center Y direction (-1 = top, 0 = center, 1 = bottom).
static const int PARAM_CHROM_ABB_SHIFTG
Chromatic abberation red channel shift magnitude. 0 = none.
static const int PARAM_DISTORT
static const int L_0_HMP
Distortion applied to imagine. 1 = all, 0 = none, applied only to ChromAbber.
static const int PARAM_CHROM_ABB_SHIFTB
Chromatic abberation green channel shift magnitude. 0 = none, 1 = default.
static const int PARAM_CHROM_COLOR_MOD
Chromatic abberation blue channel shift magnitude. 0 = none, 2 = default.
static const int PARAM_CENTERX
Lens distortion magnitude, x > 0 = barrel distortion, x < 0 = pincushion distortion.
static const int PARAM_CENTERY
Lens center X direction (-1 = left, 0 = center, 1 = right).
Glow - PostProcessEffectType.Glow.
static const int PARAM_COLORIZATIONCOLOR
static const int L_23_HMP
base, not to be used directly, would lead to layering collisions!
const float WAVE_PROGRESS_MAX
float m_CurveValueClamped
const float WAVE_PROGRESS_MIN
void SetInitialLenseOffset(float offsetAngle, float offsetDistance=0.5)
void SetEffectProgress(float progress)
const float WAVE_AMPLITUDE_COEF
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto native vector Lerp(vector v1, vector v2, float t)
Lerp between two vectors.
PostProcessEffectType
Post-process effect type.
static proto float Atan(float x)
Returns angle in radians from tangent.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static const float PI_HALF
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 Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static proto float AbsFloat(float f)
Returns absolute value.
static proto float Sin(float angle)
Returns sinus of angle in radians.
PPOperators
PP operators, specify operation between subsequent layers.