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Added 5 new blending modes and renamed "Lerp" to "Normal":
Color Dodge
Color Burn
Hard Light
Soft Light
Exclusion
Added melt maps. This is a new kind of distortion map you can use. The format of it is as follows:
"RG" channels are a motion vector describing what direction the pixel should move in... except you multiply the vector by 0.5 and add 0.5, just like how a regular normal map encodes them.
"B" channel is the value that the controller will be at when the pixel starts moving. In other words, activation time.
"A" channel is the speed that the pixel will move at.
Make sure to uncheck "sRGB" when importing the melt map, otherwise it'll be slightly off in weird ways.
An example map has been provided that will melt the screen in the same way as the Doom start transition.
Screen boundary handling can now sample the overlay texture when the screen goes... offscreen.
Overlay boundary handling can now sample the screen when the overlay goes... offoverlay.
Distortions can now be applied to the overlay texture as well as the screen.