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385b4dd686
Render a soft radial glow underneath the hydrogen bomb sprite in UnitPass. H-bomb instances draw an enlarged quad (hBombGlowScale) so there's room for the halo; a cell-space UV remap keeps the sprite at its normal size while the margin becomes glow area. The glow is a steady (non-pulsing) radial falloff in a warm amber, alpha-blended underneath the sprite and suppressed in alt/affiliation view. Detection uses a HYDROGEN_BOMB_COL shader define derived from UNIT_ORDER, so it tracks the atlas layout rather than hard-coding the column. All other units are unaffected (scale 1, same fillrate); this stays a single program / two instanced draw calls. Glow color, scale, strength, and falloff are exposed in render-settings.json for live tuning via the debug GUI.