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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2025-03-20 17:48:46 +00:00

Improvement: redesigned horizontal distortion effect.

This commit is contained in:
Filippo Scognamiglio 2014-12-14 09:44:23 +01:00
parent 6cabacbcc0
commit 2876076cea

View File

@ -110,8 +110,10 @@ ShaderEffect {
varying lowp float brightness; varying lowp float brightness;
uniform lowp float brightness_flickering;" : "") + uniform lowp float brightness_flickering;" : "") +
(!fallBack && horizontal_sincronization !== 0.0 ?" (!fallBack && horizontal_sincronization !== 0.0 ?"
varying lowp float horizontal_distortion; uniform lowp float horizontal_sincronization;
uniform lowp float horizontal_sincronization;" : "") + varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
" "
void main() { void main() {
qt_TexCoord0.x = (qt_MultiTexCoord0.x - disp_left) / (1.0 - disp_left - disp_right); qt_TexCoord0.x = (qt_MultiTexCoord0.x - disp_left) / (1.0 - disp_left - disp_right);
@ -126,9 +128,9 @@ ShaderEffect {
: "") + : "") +
(!fallBack && horizontal_sincronization !== 0.0 ? " (!fallBack && horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * initialNoiseTexel.r; float randval = horizontal_sincronization - initialNoiseTexel.r;
float negsinc = 1.0 - 0.6 * horizontal_sincronization;" + " distortionScale = step(0.0, randval) * randval * horizontal_sincronization;
horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * 0.3*horizontal_sincronization;" distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") + : "") +
"gl_Position = qt_Matrix * qt_Vertex; "gl_Position = qt_Matrix * qt_Vertex;
@ -170,9 +172,11 @@ ShaderEffect {
(fallBack && brightness_flickering !== 0.0 ?" (fallBack && brightness_flickering !== 0.0 ?"
uniform lowp float brightness_flickering;" : "") + uniform lowp float brightness_flickering;" : "") +
(!fallBack && brightness_flickering !== 0 ? " (!fallBack && brightness_flickering !== 0 ? "
varying lowp float brightness;" : "") + varying lowp float brightness;"
: "") +
(!fallBack && horizontal_sincronization !== 0 ? " (!fallBack && horizontal_sincronization !== 0 ? "
varying lowp float horizontal_distortion;" : "") + varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
(glowing_line_strength !== 0 ? " (glowing_line_strength !== 0 ? "
float randomPass(vec2 coords){ float randomPass(vec2 coords){
@ -187,18 +191,18 @@ ShaderEffect {
"vec2 cc = vec2(0.5) - qt_TexCoord0;" + "vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" + "float distance = length(cc);" +
//FallBack if there are problem //FallBack if there are problems
(fallBack && (brightness_flickering || horizontal_sincronization) ? " (fallBack && (brightness_flickering !== 0.0 || horizontal_sincronization !== 0.0) ?
vec2 randCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" : "") + "vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
: "") +
(fallBack && brightness_flickering !== 0.0 ? " (fallBack && brightness_flickering !== 0.0 ? "
float brightness = 1.0 + (texture2D(noiseSource, randCoords).g - 0.5) * brightness_flickering;" float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * brightness_flickering;"
: "") + : "") +
(fallBack && horizontal_sincronization !== 0.0 ? " (fallBack && horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * texture2D(noiseSource,(vec2(1.0) - randCoords) * 0.5).r; float randval = horizontal_sincronization - initialNoiseTexel.r;
float negsinc = 1.0 - 0.6 * horizontal_sincronization;" + " float distortionScale = step(0.0, randval) * randval * horizontal_sincronization;
float horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * 0.3*horizontal_sincronization;" float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") + : "") +
(noise_strength ? " (noise_strength ? "
@ -211,11 +215,8 @@ ShaderEffect {
vec2 coords = qt_TexCoord0;") + vec2 coords = qt_TexCoord0;") +
(horizontal_sincronization !== 0 ? " (horizontal_sincronization !== 0 ? "
float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0)); float dst = sin((coords.y + time * 0.001) * distortionFreq);
h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4)); coords.x += dst * distortionScale;"
coords.x = coords.x + h_distortion * horizontal_distortion;" +
(noise_strength ? "
noise += horizontal_distortion;" : "")
: "") + : "") +
(jitter !== 0 || noise_strength !== 0 ? (jitter !== 0 || noise_strength !== 0 ?