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+<?xml version="1.0" encoding="UTF-8" ?>
+<Effect>
+ <MetaData>
+ <!--Creates a corona around a sprite.-->
+ <Property name="HBlurBias" formalName="Horizontal Blur" min="0" max="10" default="2" description="Amount of corona horizontally."/>
+ <Property name="VBlurBias" formalName="Vertical Blur" min="0" max="10" default="2" description="Amount of corona vertically."/>
+ <Property name="Trailfade" formalName="Fade Amount" min="0" max="1" default="0.8" description="0=no glow\n0.5=fade quickly\n1.0=persistent trails"/>
+ <Property name="GlowSampler" filter="nearest" clamp="clamp" type="Texture" />
+ <Property name="GlowCol" formalName="Glow Color" type="Color" default="1 0.6 0.0" description="The color to use for the glow."/>
+ <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" default="./maps/effects/noise.png" type="Texture" description="Texture to be used for the noise texture"/>
+ <Property name="NoiseScale" formalName="Noise Density" min="0" max="10" default="2" description="The density of the noise in corona.\nThe higher the value, the denser\nand smaller the noise;\nthe lower the value, the bigger the\nnoise scale."/>
+ <Property name="NoiseBright" formalName="Noise Brightness" min="0" max="5" default="4" description="Brightness of the noise."/>
+ <Property name="NoiseRatio" formalName="Noise Amount" min="0" max="1" default=".15" description="Magnitude of the noise."/>
+ <Property name="CrawlLen" formalName="Crawl Length" min="0" max="1" default=".3" description="Length of the corona trail in animation."/>
+ <Property name="CrawlAngle" formalName="Crawl Angle" default="0" description="Angle of the corona trail in animation."/>
+ <Property name="Sprite" filter="nearest" clamp="clamp" type="Texture" />
+ </MetaData>
+ <Shaders>
+ <Shared>
+#include "blur.glsllib"
+uniform float AppFrame; // frame number since app starts
+uniform float FPS;
+ </Shared>
+ <Shader name="CORONA_HBLUR">
+ <Shared>
+varying vec2 crawl; // corona crawl direction and magnitude
+ </Shared>
+ <VertexShader>
+void vert ()
+{
+ SetupHorizontalGaussianBlur(Texture0Info.x, HBlurBias, TexCoord);
+ // compute crawl
+ float alpha = radians(CrawlAngle + 180.0);
+ crawl = vec2(CrawlLen * sin(alpha), CrawlLen * cos(alpha));
+}
+ </VertexShader>
+ <FragmentShader>
+void frag()
+{
+ //Passing in 1.0 means the value will not get alpha-multiplied again
+ float OutCol = GaussianAlphaBlur( GlowSampler, 1.0 );
+ OutCol *= Trailfade; // fade away glow color
+ OutCol += texture2D_0( TexCoord ).a; // add glow color in the original tex area
+
+ vec2 nuv = NoiseScale * TexCoord3 + AppFrame / FPS * crawl;
+ vec4 noise = texture2D_NoiseSamp(fract(nuv));
+ float ns = (1.0 - NoiseRatio) + NoiseRatio * NoiseBright * noise.x;
+ OutCol *= ns;
+ gl_FragColor = vec4( OutCol );
+}
+ </FragmentShader>
+ </Shader>
+ <Shader name="CORONA_VBLUR">
+ <VertexShader>
+void vert ()
+{
+ SetupVerticalGaussianBlur( Texture0Info.y, VBlurBias, TexCoord );
+}
+ </VertexShader>
+ <FragmentShader>
+void frag() // PS_Blur_Vertical_9tap
+{
+ float OutCol = GaussianAlphaBlur( Texture0, Texture0Info.z );
+ gl_FragColor = OutCol * vec4(GlowCol.rgb, 1.0);
+}
+ </FragmentShader>
+ </Shader>
+ <Shader name="CORONA_BLEND">
+ <VertexShader>
+void vert()
+{
+}
+ </VertexShader>
+ <FragmentShader>
+void frag ()
+{
+ vec4 src = texture2D_0( TexCoord );
+ vec4 dst = texture2D_Sprite(TexCoord);
+ colorOutput( src * (1.0 - dst.a) + dst );
+}
+ </FragmentShader>
+ </Shader>
+ </Shaders>
+ <Passes>
+ <Buffer name="glow_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="scene"/>
+ <Buffer name="temp_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="frame"/>
+
+ <Pass shader="CORONA_HBLUR" input="[source]" output="temp_buffer">
+ <BufferInput param="GlowSampler" value="glow_buffer"/>
+ </Pass>
+ <Pass shader="CORONA_VBLUR" input="temp_buffer" output="glow_buffer"/>
+
+ <Pass shader="CORONA_BLEND" input="glow_buffer">
+ <BufferInput param="Sprite" value="[source]"/>
+ </Pass>
+ </Passes>
+</Effect>