Add Danger Vignette visual effect - #470
Conversation
- Add consistent Danger Vignette logic driven by `uniforms.dangerLevel` to `materialAwarePostProcess.ts` and `enhancedPostProcess.ts`. - Fix inverted logic in `postProcess.ts` (removed `1.0 -` from `clamp(...)`) so it correctly encroaches from screen edges rather than painting the center. - The red vignette pulses at 2Hz when the Tetris board is dangerously full (dangerLevel > 0.75). - Log the new visual juice in `neon_bricklayers_journal.md`. Co-authored-by: ford442 <9397845+ford442@users.noreply.github.com>
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Caution Review failedThe pull request is closed. ℹ️ Recent review info⚙️ Run configurationConfiguration used: defaults Review profile: CHILL Plan: Pro Plus Run ID: 📒 Files selected for processing (4)
📝 WalkthroughWalkthroughThe shaders now render a danger-level red vignette in enhanced and material-aware post-processing. The effect contracts toward the center, scales with danger, and pulses at 2 Hz above 0.75. The shared radial factor and journal entry were updated. ChangesDanger vignette
Estimated code review effort: 2 (Simple) | ~10 minutes ✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
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Added a 'Danger Vignette' visual effect that pulses red at the screen edges when the board is nearly full.
This enhances the game feel (JUICE) by providing a clear, escalating visual cue of impending danger, while maintaining clarity by only encroaching from the edges.
The implementation ensures consistency across all three post-processing paths (standard, enhanced, and material-aware), and fixes a prior logic error in the standard post-process shader where the vignette was inverted.
PR created automatically by Jules for task 8377958866827226259 started by @ford442
Summary by CodeRabbit
New Features
Bug Fixes
Documentation