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local BACKGROUND_TEXTURE_HEIGHT = 1080
local BACKGROUND_TEXTURE_WIDTH = 1920
local BACKGROUND_TEXTURE_ASPECT_RATIO = BACKGROUND_TEXTURE_WIDTH / BACKGROUND_TEXTURE_HEIGHT
local BACKGROUND_TEXTURE_COORDINATE_BOUNDS = { 0 , BACKGROUND_TEXTURE_WIDTH / 2048 , 0 , BACKGROUND_TEXTURE_HEIGHT / 2048 }
local TITLE_TEXTURE_WIDTH = 512
local TITLE_TEXTURE_HEIGHT = 128
local TITLE_TEXTURE_OFFSET_Y = - 250
local REPEAT_ANIMATION_WARM_UP_SECONDS = 6
local REPEAT_GLOW_ALPHA_BOUNDS = { 0.8 , 1.0 }
local REPEAT_SPECULAR_ALPHA_BOUNDS = { 0.5 , 0.8 }
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
end )
end
{
}
self . introTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_DuneBackgroundAnimation_Intro" , control )
self . repeatTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_DuneBackgroundAnimation_Repeat" , control )
end
local screenAspectRatio = screenWidth / screenHeight
local fullScreenWidth , fullScreenHeight
if screenAspectRatio < BACKGROUND_TEXTURE_ASPECT_RATIO then
local scale = screenHeight / BACKGROUND_TEXTURE_HEIGHT
fullScreenWidth , fullScreenHeight = BACKGROUND_TEXTURE_WIDTH * scale , screenHeight
else
local scale = screenWidth / BACKGROUND_TEXTURE_WIDTH
fullScreenWidth , fullScreenHeight = screenWidth , BACKGROUND_TEXTURE_HEIGHT * scale
end
return fullScreenWidth , fullScreenHeight
end
end
local widthRatio = width / BACKGROUND_TEXTURE_WIDTH
local heightRatio = height / BACKGROUND_TEXTURE_HEIGHT
self . titleControl : SetDimensions ( TITLE_TEXTURE_WIDTH * widthRatio , TITLE_TEXTURE_HEIGHT * heightRatio )
local titleOffsetY = TITLE_TEXTURE_OFFSET_Y * heightRatio
end
return
end
end
end
--Events
end
end
end
local glowProgress
if progress < 0.5 then
elseif progress < 0.75 then
glowProgress = 0.5
else
end
local glowFlickerTheta = progress * ZO_TWO_PI * 5
local glowFlickerAlpha1 = zo_lerp ( zo_max ( 0.6 , progress ) , 1 , zo_sin ( glowFlickerTheta ) * 0.5 + 0.5 ) * glowAlpha
local glowFlickerAlpha2 = zo_lerp ( zo_max ( 0.6 , progress ) , 1 , zo_sin ( glowFlickerTheta + 0.3 ) * 0.5 + 0.5 ) * glowAlpha
self . initialGlowControl : SetVertexColors ( VERTEX_POINTS_TOPLEFT + VERTEX_POINTS_TOPRIGHT , 1 , 1 , 1 , glowFlickerAlpha1 )
self . initialGlowControl : SetVertexColors ( VERTEX_POINTS_BOTTOMLEFT + VERTEX_POINTS_BOTTOMRIGHT , 1 , 1 , 1 , glowFlickerAlpha2 )
local cloudAlpha = easedProgress * 0.8
local textureCoords
textureCoords = zo_lerpVector ( self . clouds1Control . startTextureCoords , self . clouds1Control . endTextureCoords , zo_lerp ( 0 , 1.5 , easedProgress ) )
textureCoords = zo_lerpVector ( self . clouds2Control . startTextureCoords , self . clouds2Control . endTextureCoords , zo_lerp ( - 0.15 , 1.15 , progress ) )
textureCoords = zo_lerpVector ( self . clouds3Control . startTextureCoords , self . clouds3Control . endTextureCoords , zo_lerp ( - 0.5 , 1 , progress ) )
end
local interval = timeS % 3600 -- Interval wraps at 3600 to stay within a range that works well with our shaders' maximum precision.
local globalAlpha = 1 - ( zo_max ( self . repeatWarmUpEndTimeS - timeS , 0 ) / REPEAT_ANIMATION_WARM_UP_SECONDS )
end
--Global XML Handlers
end
end
end
end
end
end |