[GLSL] Scope Template

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Pixel Eater
 
 
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[GLSL] Scope Template

Post by Pixel Eater »

An animatable scope for custom weapons. Version 1.2 is higher precision, uses the screen's center for zero coordinates and has aspect corrected 1:1 zoom.
Scope1.2.pk3
(2.55 KiB) Downloaded 207 times
Spoiler: Some possible effects...
There is a test menu to demonstrate each variable's range* and purpose:

*Edit: The menu actually limits some ranges.

S'pose I should add a screenshot...

Something I might add in future is a Tint/Darken/Desaturate type of thing for the unzoomed portion of the screen.

Original version here
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TiberiumSoul
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Re: [GLSL] Scope Template

Post by TiberiumSoul »

Necrobump from hell and I apologize for it...

but could this be applied as an overlay on a weapon sprite like on the Sniper in Halo 3 for example
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Pixel Eater
 
 
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Re: [GLSL] Scope Template

Post by Pixel Eater »

The easiest way is to set the 'target y' property to 0 and lower the 'draw y' property so that it lines up with the sprite.
If instead your sprite is screen centered you'll need to draw a transparent circle of pixels in the sprite to be able to see through it.

Also, mess around with the gldefs file so that it reads either 'hardwareshader postprocess scene' or 'hardwareshader postprocess beforebloom' in order to place the scope in front of or behind the sprite.
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TiberiumSoul
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Re: [GLSL] Scope Template

Post by TiberiumSoul »

Im using an angled sprite with a square LCD Window next to the scope lens is there a way to fuck with the shape too?
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Pixel Eater
 
 
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Re: [GLSL] Scope Template

Post by Pixel Eater »

Only by modifying the shader, it can't be done from zscript. You'd think it'd be simpler than the circle but today I can't get it to work right. I'll come back to it later though :shrug:
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TiberiumSoul
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Re: [GLSL] Scope Template

Post by TiberiumSoul »

Okay ill get you a pixel ratio of the LCD its definitely 16:9 widescreen even for being small as all fuck.
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