diff --git a/libraries/render-utils/src/FadeEffect.cpp b/libraries/render-utils/src/FadeEffect.cpp index 20931e3a67..faca326171 100644 --- a/libraries/render-utils/src/FadeEffect.cpp +++ b/libraries/render-utils/src/FadeEffect.cpp @@ -117,8 +117,8 @@ FadeCommonParameters::FadeCommonParameters() FadeJobConfig::FadeJobConfig() { noiseSize[FadeJobConfig::ELEMENT_ENTER_LEAVE_DOMAIN] = glm::vec3{ 0.75f, 0.75f, 0.75f }; - noiseSize[FadeJobConfig::BUBBLE_ISECT_OWNER] = glm::vec3{ 1.0f, 1.0f/15.f, 1.0f }; - noiseSize[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = glm::vec3{ 0.4f, 0.4f, 0.4f }; + noiseSize[FadeJobConfig::BUBBLE_ISECT_OWNER] = glm::vec3{ 1.5f, 1.0f/25.f, 0.5f }; + noiseSize[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = glm::vec3{ 0.5f, 1.0f / 25.f, 0.5f }; noiseSize[FadeJobConfig::USER_ENTER_LEAVE_DOMAIN] = glm::vec3{ 10.f, 0.01f, 10.0f }; noiseSize[FadeJobConfig::AVATAR_CHANGE] = glm::vec3{ 0.4f, 0.4f, 0.4f }; @@ -136,7 +136,7 @@ FadeJobConfig::FadeJobConfig() baseLevel[FadeJobConfig::ELEMENT_ENTER_LEAVE_DOMAIN] = 0.f; baseLevel[FadeJobConfig::BUBBLE_ISECT_OWNER] = 1.f; - baseLevel[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = 1.f; + baseLevel[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = 0.f; baseLevel[FadeJobConfig::USER_ENTER_LEAVE_DOMAIN] = 1.f; baseLevel[FadeJobConfig::AVATAR_CHANGE] = 1.f; @@ -153,14 +153,14 @@ FadeJobConfig::FadeJobConfig() _duration[FadeJobConfig::AVATAR_CHANGE] = 3.f; edgeWidth[FadeJobConfig::ELEMENT_ENTER_LEAVE_DOMAIN] = 0.1f; - edgeWidth[FadeJobConfig::BUBBLE_ISECT_OWNER] = 0.08f; - edgeWidth[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = 0.08f; + edgeWidth[FadeJobConfig::BUBBLE_ISECT_OWNER] = 0.02f; + edgeWidth[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = 0.025f; edgeWidth[FadeJobConfig::USER_ENTER_LEAVE_DOMAIN] = 0.329f; edgeWidth[FadeJobConfig::AVATAR_CHANGE] = 0.05f; edgeInnerColor[FadeJobConfig::ELEMENT_ENTER_LEAVE_DOMAIN] = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 0.0f }; edgeInnerColor[FadeJobConfig::BUBBLE_ISECT_OWNER] = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 1.0f }; - edgeInnerColor[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = glm::vec4{ 1.0f, 1.0f, 1.0f, 1.0f }; + edgeInnerColor[FadeJobConfig::BUBBLE_ISECT_TRESPASSER] = glm::vec4{ 31.f / 255.f, 198.f / 255.f, 166.f / 255.f, 1.0f }; edgeInnerColor[FadeJobConfig::USER_ENTER_LEAVE_DOMAIN] = glm::vec4{ 78.f / 255.f, 215.f / 255.f, 255.f / 255.f, 0.25f }; edgeInnerColor[FadeJobConfig::AVATAR_CHANGE] = glm::vec4{ 1.0f, 1.0f, 1.0f, 1.0f }; @@ -497,9 +497,9 @@ void FadeRenderJob::updateFadeEdit(const render::RenderContextPointer& renderCon float distance = glm::length(delta); delta = glm::normalize(delta) * std::max(0.f, distance - 0.5f); - _editNoiseOffset.x = _editTime*0.1f; - _editNoiseOffset.y = _editTime*2.5f; - _editNoiseOffset.z = _editTime*0.1f; + _editNoiseOffset.x = _editTime*2.1f; + _editNoiseOffset.y = _editTime*1.0f; + _editNoiseOffset.z = _editTime*2.1f; _editBaseOffset = cameraPos + delta*_editThreshold; _editThreshold = 0.33f; @@ -507,6 +507,13 @@ void FadeRenderJob::updateFadeEdit(const render::RenderContextPointer& renderCon break; case FadeJobConfig::BUBBLE_ISECT_TRESPASSER: + { + _editNoiseOffset.x = _editTime*2.1f; + _editNoiseOffset.y = _editTime*1.0f; + _editNoiseOffset.z = _editTime*2.1f; + + _editBaseOffset = glm::vec3{ 0.f, 0.f, 0.f }; + } break; case FadeJobConfig::USER_ENTER_LEAVE_DOMAIN: @@ -572,10 +579,14 @@ bool FadeRenderJob::bindPerItem(gpu::Batch& batch, const gpu::Pipeline* pipeline threshold = _currentInstance->_editThreshold; noiseOffset += _currentInstance->_editNoiseOffset; // This works supposing offset is the world position of the object that is fading. - baseOffset = _currentInstance->_editBaseOffset - offset; + if (eventCategory != FadeJobConfig::BUBBLE_ISECT_TRESPASSER) { + baseOffset = _currentInstance->_editBaseOffset - offset; + } } - threshold = (threshold-0.5f)*_currentInstance->_parameters->_thresholdScale[eventCategory] + 0.5f; + if (eventCategory != FadeJobConfig::BUBBLE_ISECT_OWNER) { + threshold = (threshold - 0.5f)*_currentInstance->_parameters->_thresholdScale[eventCategory] + 0.5f; + } batch._glUniform1i(fadeCategoryLocation, eventCategory); batch._glUniform1f(fadeThresholdLocation, threshold);