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restore spawn-phase glow with a true breathing animation
SpawnOverlayPass had everything wired except a caller. WebGLFrameBuilder now collects spawned human players each tick during spawn phase and pushes their territory centroid + color through view.updateSpawnOverlay. myPlayer reads as white so the local-player ring stands out. Reshaped the shader animation: dropped the growing-disc effect, gave the ring a true breath — radius scales 0.5×→1.15× while opacity pulses 35%→100% in phase. Replaced the sharp inner-edge ramp with a smooth center-to-boundary fill so there's no hard cutoff or empty hole in the middle. animSpeed bumped to 0.0035 (~1 breath/sec).
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@@ -245,7 +245,7 @@
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"selfMaxRad": 24,
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"mateMinRad": 5,
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"mateMaxRad": 14,
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"animSpeed": 0.005,
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"animSpeed": 0.0035,
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"gradientInnerEdge": 0.01,
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"gradientSolidEnd": 0.1
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},
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@@ -67,34 +67,32 @@ void main() {
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continue;
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}
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// Static outer ring: radial gradient from minR to maxR
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float range = maxR - minR;
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float t = (dist - minR) / range;
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if (t > 0.0 && t <= 1.0) {
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float innerEdge = uGradientStops.x;
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float solidEnd = uGradientStops.y;
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float alpha;
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if (t < innerEdge) {
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alpha = t / innerEdge;
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} else if (t < solidEnd) {
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alpha = 1.0;
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} else {
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alpha = 1.0 - (t - solidEnd) / (1.0 - solidEnd);
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}
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// Breathing ring: the gradient halo shrinks/expands in radius AND its
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// opacity pulses in phase with the breath — both driven by uBreathRadius.
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// Smooth bell shape: glow ramps up from center to the inner edge, stays
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// solid through the ring's body, then fades out past solidEnd. No hard
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// cutoffs at either side.
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float scale = 0.5 + 0.65 * uBreathRadius; // 0.5 → 1.15 of base radius
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float bMinR = minR * scale;
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float bMaxR = maxR * scale;
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float range = bMaxR - bMinR;
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float t = (dist - bMinR) / range;
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float solidEnd = uGradientStops.y;
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float alpha = 0.0;
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if (dist < bMinR) {
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// Inner glow: linear ramp from 0 at center to 1 at the ring's inner edge.
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alpha = dist / max(bMinR, 0.001);
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} else if (t < solidEnd) {
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alpha = 1.0;
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} else if (t < 1.0) {
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alpha = 1.0 - (t - solidEnd) / (1.0 - solidEnd);
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}
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if (alpha > 0.0) {
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// Opacity pulses 35% → 100% in phase with the radius.
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alpha *= 0.35 + 0.65 * uBreathRadius;
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result.rgb = mix(result.rgb, color, alpha * (1.0 - result.a));
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result.a = result.a + alpha * (1.0 - result.a);
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}
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// Breathing ring: solid colored disc from minR to breathR
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float breathR = minR + range * uBreathRadius;
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if (breathR > minR + 0.01) {
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if (dist >= minR && dist <= breathR) {
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float edge = smoothstep(minR, minR + 0.1, dist);
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result.rgb = color;
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result.a = max(result.a, edge);
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}
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}
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}
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if (result.a < 0.001) discard;
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