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ZSCRIPT.txt
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version "4.6.1"
class VHSCRTEventHandler : StaticEventHandler
{
override void RenderOverlay(RenderEvent e)
{
PlayerInfo p = players[consoleplayer];
Shader.SetUniform1f(p, "VHSCRTShader", "iTime", (gametic + e.FracTic) / 35);
bool shaderEnabled = CVar.GetCVar("SH_ShaderEnable", p).GetBool();
int VHSEnable = int(CVar.GetCVar("SH_VHSEnable", p).GetBool());
int CRTEnable = int(CVar.GetCVar("SH_CRTEnable", p).GetBool());
float Range = CVar.GetCVar("SH_VHSRange", p).GetFloat();
float NoiseQuality = CVar.GetCVar("SH_VHSNoiseQuality", p).GetFloat();
float NoiseIntensity = CVar.GetCVar("SH_VHSNoiseIntensity", p).GetFloat();
float OffsetIntensity = CVar.GetCVar("SH_VHSOffsetIntensity", p).GetFloat();
float ColorOffsetIntensity = CVar.GetCVar("SH_VHSColorOffsetIntensity", p).GetFloat();
float LineCount = CVar.GetCVar("SH_VHSLineCount", p).GetFloat();
float LineSpeed = CVar.GetCVar("SH_VHSLineSpeed", p).GetFloat();
int LineEnable = int(CVar.GetCVar("SH_VHSLineEnable", p).GetBool());
int CRThardScan = CVar.GetCVar("SH_CRTHardScan", p).GetInt();
int warpEnable = int(CVar.GetCVar("SH_WarpEnable", p).GetBool());
int warpMultX = CVar.GetCVar("SH_WarpMultX", p).GetInt();
int warpMultY = CVar.GetCVar("SH_WarpMultY", p).GetInt();
float grainIntensity = CVar.GetCVar("SH_GrainIntensity", p).GetFloat();
float contrast = CVar.GetCVar("SH_Contrast", p).GetFloat();
float saturation = CVar.GetCVar("SH_Saturation", p).GetFloat();
if (warpMultX <= 0)
{
warpMultX = 1;
}
if (warpMultY <= 0)
{
warpMultY = 1;
}
if (contrast < 0.1)
{
contrast = 0.1;
}
Shader.SetUniform1f(p, "VHSCRTShader", "VHSEnable", VHSEnable);
Shader.SetUniform1f(p, "VHSCRTShader", "CRTEnable", CRTEnable);
Shader.SetUniform1f(p, "VHSCRTShader", "noiseQuality", NoiseQuality);
Shader.SetUniform1f(p, "VHSCRTShader", "noiseIntensity", NoiseIntensity);
Shader.SetUniform1f(p, "VHSCRTShader", "offsetIntensity", OffsetIntensity);
Shader.SetUniform1f(p, "VHSCRTShader", "colorOffsetIntensity", ColorOffsetIntensity);
Shader.SetUniform1f(p, "VHSCRTShader", "lineCount", LineCount);
Shader.SetUniform1f(p, "VHSCRTShader", "lineSpeed", LineSpeed);
Shader.SetUniform1f(p, "VHSCRTShader", "lineEnable", LineEnable);
Shader.SetUniform1f(p, "VHSCRTShader", "CRThardScan", CRThardScan);
Shader.SetUniform1f(p, "VHSCRTShader", "warpEnable", warpEnable);
Shader.SetUniform1f(p, "VHSCRTShader", "warpMultX", warpMultX);
Shader.SetUniform1f(p, "VHSCRTShader", "warpMultY", warpMultY);
Shader.SetUniform1f(p, "VHSCRTShader", "grainIntensity", grainIntensity);
Shader.SetUniform1f(p, "VHSCRTShader", "contrast", contrast);
Shader.SetUniform1f(p, "VHSCRTShader", "saturation", saturation);
if (shaderEnabled)
{
Shader.SetEnabled(p, "VHSCRTShader", true);
}
else
{
Shader.SetEnabled(p, "VHSCRTShader", false);
}
}
}