Improve singularity shader (#7647)
* Working example * vector arrays * simplify math * max distance * max distance * PVS override * rename count
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@@ -1,11 +1,5 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Singularity.Components
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{
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[RegisterComponent]
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@@ -13,10 +7,10 @@ namespace Content.Shared.Singularity.Components
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public sealed class SingularityDistortionComponent : Component
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{
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[DataField("intensity")]
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private float _intensity = 0.25f;
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private float _intensity = 31.25f;
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[DataField("falloff")]
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private float _falloff = 2;
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[DataField("falloffPower")]
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private float _falloffPower = MathF.Sqrt(2f);
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[ViewVariables(VVAccess.ReadWrite)]
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public float Intensity
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@@ -26,15 +20,15 @@ namespace Content.Shared.Singularity.Components
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float Falloff
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public float FalloffPower
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{
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get => _falloff;
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set => this.SetAndDirtyIfChanged(ref _falloff, value);
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get => _falloffPower;
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set => this.SetAndDirtyIfChanged(ref _falloffPower, value);
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}
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public override ComponentState GetComponentState()
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{
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return new SingularityDistortionComponentState(Intensity, Falloff);
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return new SingularityDistortionComponentState(Intensity, FalloffPower);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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@@ -47,7 +41,7 @@ namespace Content.Shared.Singularity.Components
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}
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Intensity = state.Intensity;
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Falloff = state.Falloff;
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FalloffPower = state.Falloff;
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}
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}
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