fix(presentation): simplify camera and engine effects

This commit is contained in:
Josh Creek
2026-08-08 08:44:26 +01:00
parent b7f646ba48
commit e0a1cbaf6d
14 changed files with 56 additions and 241 deletions
+1 -6
View File
@@ -183,9 +183,6 @@ func _update_speed_feel(delta: float) -> void:
_effective_distance = lerpf(
_effective_distance, camera_distance + _turbo_blend * turbo_distance_kick, feel_t
)
post_material.set_shader_parameter(
"motion_blur_amount", _speed_blend * _speed_blend * 0.006 + _turbo_blend * 0.006
)
post_material.set_shader_parameter("chromatic_aberration", _turbo_blend * 0.007)
post_material.set_shader_parameter("vignette_strength", 0.22 + _turbo_blend * 0.16)
@@ -233,8 +230,7 @@ func begin_goal_cut(goal_position: Vector3) -> void:
camera.fov = 58.0
camera.look_at(_goal_cut_look_at, Vector3.UP)
# A hard, stationary cinematic camera must not inherit the scoring frame's
# ship-speed smear or turbo chroma. Keep only a deliberate cinematic edge.
post_material.set_shader_parameter("motion_blur_amount", 0.0)
# turbo chroma; keep only a deliberate cinematic edge.
post_material.set_shader_parameter("chromatic_aberration", 0.0)
post_material.set_shader_parameter("vignette_strength", 0.3)
@@ -243,6 +239,5 @@ func end_goal_cut() -> void:
_goal_cut_active = false
_speed_blend = 0.0
_turbo_blend = 0.0
post_material.set_shader_parameter("motion_blur_amount", 0.0)
post_material.set_shader_parameter("chromatic_aberration", 0.0)
post_material.set_shader_parameter("vignette_strength", 0.22)