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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)) | ||||
|  | ||||
|     property real screenCurvature: appSettings.screenCurvature | ||||
|     property real glowingLine: appSettings.glowingLine | ||||
|     property real glowingLine: appSettings.glowingLine * 0.2 | ||||
|  | ||||
|     property real chromaColor: appSettings.chromaColor; | ||||
|  | ||||
| @@ -200,7 +200,7 @@ ShaderEffect { | ||||
|  | ||||
|         (glowingLine !== 0 ? " | ||||
|             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) { | ||||
| @@ -272,7 +272,7 @@ ShaderEffect { | ||||
|                 color += noiseVal * noise * (1.0 - distance * 1.3);" : "") + | ||||
|  | ||||
|             (glowingLine !== 0 ? " | ||||
|                 color += randomPass(coords) * glowingLine;" : "") + | ||||
|                 color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + | ||||
|  | ||||
|             "vec3 txt_color = texture2D(source, txt_coords).rgb;" + | ||||
|  | ||||
|   | ||||
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