Remove bloom trails
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@@ -59,12 +59,16 @@ blinkAction
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-> World
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-> World
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blinkAction cr w = soundOnce teleSound
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. set radDistortion distortionBulge
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. over radDistortion (distortionBulge ++)
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. set (creatures . ix cid . crPos) p3
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. blinkShockwave cid p3
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$ inverseShockwaveAt cpos 40 2 2 2 w
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where
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distortionBulge = [(p3,p3 +.+ (40,0), p3 +.+ (0,40),0.5)]
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distR = 120
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distortionBulge =
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[(p3,p3 +.+ (distR,0), p3 +.+ (0,distR),0.1)
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,(cpos,cpos +.+ (distR,0), cpos +.+ (0,distR),1.9)
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]
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cid = _crID cr
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p1 = mouseWorldPos w
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cpos = _crPos cr
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+12
-12
@@ -79,26 +79,26 @@ doDrawing pdata w = do
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_ <- renderFoldable pdata $ picToLTree (Just 3) pic
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_ <- renderFoldable pdata $ picToLTree (Just 4) pic
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_ <- renderFoldable pdata $ picToLTree (Just 5) pic
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depthMask $= Enabled
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--bindFramebuffer Framebuffer $= (fst3 $ _fbo2 pdata)
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bindFramebuffer Framebuffer $= (fst $ _fboFourth1 pdata)
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viewport $= (Position 0 0, Size 300 300)
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depthFunc $= Just Always
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--blend $= Disabled
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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--colorMask $= Color4 Disabled Disabled Disabled Enabled
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--blendFunc $= (One,One)
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--blendEquation $= FuncReverseSubtract
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--drawShader (_fullscreenAlphaHalveShader pdata) 4
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--colorMask $= Color4 Enabled Enabled Enabled Enabled
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--blendEquation $= FuncAdd
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--clear [ColorBuffer]
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--blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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--blendFuncSeparate $= ((Zero,One), (Zero,SrcAlpha))
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--drawShader (_fullscreenAlphaHalveShader pdata) 4
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--blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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--drawShader (_bloomBlurShader pdata) 4
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--blendFuncSeparate $= ((Zero,One),(Zero,SrcAlpha))
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blendFunc $= (One,One)
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blendEquation $= FuncReverseSubtract
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drawShader (_fullscreenAlphaHalveShader pdata) 4
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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blendEquation $= FuncAdd
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blendFunc $= (One,Zero)
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--textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
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drawShader (_bloomBlurShader pdata) 4
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blendFunc $= (One,Zero)
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replicateM_ 5 $ pingPongBetween (_fboFourth1 pdata) (_fboFourth2 pdata) (_bloomBlurShader pdata)
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--replicateM_ 5 $ pingPongBlur pdata
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--blend $= Enabled
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