mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-10 17:52:36 +00:00
## About The Pull Request Emissive sprites now bloom out a bit (3 pixels, to be specific)   This is done by rendering emissives onto a plate, multiplying them by unlit game rendering plate to color them, then blooming all non-black pixels (1 offset, 2 size, so 100/66/33% brightness) on it and rendering it onto the overlay lighting plane. We use overlay lighting because it slightly detracts from the static lighting plane, so our emissives color their surroundings a bit even in fully lit rooms.  You can make emissives not emit light by setting ``apply_bloom`` to FALSE in ``emissive_appearance()``. This is done by storing bloom in the red color channel and converting bloomless emissives to green, then having both render targets have color matrixes which convert them back to white. ## Why It's Good For The Game Fancy visuals, goes hard. ## Changelog 🆑 add: Emissive objects now have a bit of a colored bloom around them. /🆑