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	Improve look of glow line.
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		| @@ -40,7 +40,7 @@ ShaderEffect { | |||||||
|                                           (height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling)) |                                           (height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling)) | ||||||
|  |  | ||||||
|     property real screenCurvature: appSettings.screenCurvature |     property real screenCurvature: appSettings.screenCurvature | ||||||
|     property real glowingLine: appSettings.glowingLine |     property real glowingLine: appSettings.glowingLine * 0.2 | ||||||
|  |  | ||||||
|     property real chromaColor: appSettings.chromaColor; |     property real chromaColor: appSettings.chromaColor; | ||||||
|  |  | ||||||
| @@ -200,7 +200,7 @@ ShaderEffect { | |||||||
|  |  | ||||||
|         (glowingLine !== 0 ? " |         (glowingLine !== 0 ? " | ||||||
|             float randomPass(vec2 coords){ |             float randomPass(vec2 coords){ | ||||||
|                 return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowingLine; |                 return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015))); | ||||||
|             }" : "") + |             }" : "") + | ||||||
|  |  | ||||||
|         "highp float getScanlineIntensity(vec2 coords) { |         "highp float getScanlineIntensity(vec2 coords) { | ||||||
| @@ -272,7 +272,7 @@ ShaderEffect { | |||||||
|                 color += noiseVal * noise * (1.0 - distance * 1.3);" : "") + |                 color += noiseVal * noise * (1.0 - distance * 1.3);" : "") + | ||||||
|  |  | ||||||
|             (glowingLine !== 0 ? " |             (glowingLine !== 0 ? " | ||||||
|                 color += randomPass(coords) * glowingLine;" : "") + |                 color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + | ||||||
|  |  | ||||||
|             "vec3 txt_color = texture2D(source, txt_coords).rgb;" + |             "vec3 txt_color = texture2D(source, txt_coords).rgb;" + | ||||||
|  |  | ||||||
|   | |||||||
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