// no alpha to differentiate from view model in shader // SCRIPT VECTOR USAGE // scriptVector0.x : pulse position in the world (1.0 near, 0.0 far) // scriptVector0.y : pulse width (percentage of value in material) // scriptVector0.z : pulse edge width // scriptVector0.w : iris appearance and character glow fade // scriptVector1.x : highlight enemeies (0: no, 1: yes) // scriptVector1.y : viewmodel pulse width // scriptVector1.z : viewmodel pulse edge width // scriptVector1.w : viewmodel pulse max radius // scriptVector2.xy: viewmodel pulse origin // scriptVector2.z : viewmodel pulse position // scriptVector2.w : max distance to pulse. // Must be smaller than VISION_PULSE_REVEAL_TIME // How far from 0 ( start ) - 1 ( end ) it takes for it to ramp in all the way // How far from VISION_PULSE_FADE_RAMP_IN ( start ) - 1 ( end ) it takes for it to ramp out all the way // Name of the visionset file // alias in script // priority vs other visionsets // number of steps when ramping in/out // activation ramp-in time // How long to hold after ramp-in is done and before ramping-out // deactivation ramp-out time // Ramp in + ramp out + ramp hold == VISION_PULSE_DURATION + VISION_PULSE_REVEAL_TIME