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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 10:11:20 +00:00
Fix small issue with burnin masking.
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parent
0a95c5dff3
commit
2b2ae66b8d
@ -73,7 +73,7 @@ Loader {
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Connections {
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Connections {
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target: kterminalScrollbar
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target: kterminalScrollbar
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onOpacityChanged: burnInEffect.restartBlurSource()
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onOpacityChanged: completelyUpdate()
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}
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}
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}
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}
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@ -118,13 +118,12 @@ Loader {
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vec4 accColor = texture2D(burnInSource, coords);
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vec4 accColor = texture2D(burnInSource, coords);
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float prevMask = accColor.a;
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float prevMask = accColor.a;
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float currMask = 1.0 - max3(txtColor);
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float currMask = max3(txtColor);
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highp float blurDecay = prevMask * clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
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highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
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blurDecay = max(0.0, blurDecay - prevMask);
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vec3 blurColor = accColor.rgb - vec3(blurDecay);
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vec3 blurColor = accColor.rgb - vec3(blurDecay);
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vec3 color = max(blurColor, txtColor);
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blurColor = clamp(blurColor, vec3(0.0), vec3(1.0));
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vec3 color = max(blurColor, txtColor * 0.5);
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gl_FragColor = vec4(color, currMask);
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gl_FragColor = vec4(color, currMask);
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}
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}
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@ -298,7 +298,7 @@ ShaderEffect {
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(burnIn !== 0 ? "
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(burnIn !== 0 ? "
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vec4 txt_blur = texture2D(burnInSource, txt_coords);
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vec4 txt_blur = texture2D(burnInSource, txt_coords);
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float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
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float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
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txt_color = max(txt_color, txt_blur.rgb - vec3(blurDecay));"
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txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));"
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: "") +
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: "") +
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"txt_color += fontColor.rgb * color;" +
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"txt_color += fontColor.rgb * color;" +
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