stronger global blur
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@ -134,7 +134,10 @@ namespace spades {
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// fade the map
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float fade = Clamp((time - 1.f) / 2.2f, 0.f, 1.f);
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sceneDef.globalBlur = 1.f - fade;
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sceneDef.globalBlur = Clamp((1.f - (time - 1.f) / 2.5f) * 4.f, 0.f, 1.f);
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if(!mainMenu.IsEnabled) {
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sceneDef.globalBlur = Max(sceneDef.globalBlur, 0.5f);
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}
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renderer.StartScene(sceneDef);
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renderer.EndScene();
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@ -397,6 +397,8 @@ namespace spades {
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float sin60 = sinf(static_cast<float>(M_PI) / 3.f);
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maxCoc *= .7f + vignetteBlur * 0.5f;
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maxCoc += 1.f + 5.f * globalBlur;
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globalBlur = std::min(globalBlur * 5.f, 1.f);
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// reduce resolution to make it faster
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int divide = 1;
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