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	Fix issues between colors and motion blur.
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		| @@ -255,16 +255,18 @@ Item{ | |||||||
|                 : "") + |                 : "") + | ||||||
|                 "coords = coords + delta;" + |                 "coords = coords + delta;" + | ||||||
|                 "vec4 vcolor = texture2D(source, coords) * 256.0; |                 "vec4 vcolor = texture2D(source, coords) * 256.0; | ||||||
|                  float color = vcolor.r * 0.21 + vcolor.g * 0.72 + vcolor.b + 0.04;" + |                  float color = vcolor.r * 0.21 + vcolor.g * 0.72 + vcolor.b * 0.04;" + | ||||||
|                 (mBlur !== 0 ? |                 (mBlur !== 0 ? | ||||||
|  |                     "vec4 blurredVcolor = texture2D(blurredSource, coords) * 256.0;" + | ||||||
|                     "float blurredSourceColor = texture2D(blurredSource, coords).a * 256.0;" + |                     "float blurredSourceColor = texture2D(blurredSource, coords).a * 256.0;" + | ||||||
|                     "blurredSourceColor = blurredSourceColor - blurredSourceColor * " + (1.0 - motionBlurCoefficient) * fpsAttenuation+ ";" + |                     "blurredSourceColor = blurredSourceColor - blurredSourceColor * " + (1.0 - motionBlurCoefficient) * fpsAttenuation+ ";" + | ||||||
|  |                     "vcolor = step(1.0, color) * vcolor + step(color, 1.0) * blurredVcolor;" + | ||||||
|                     "color = step(1.0, color) * color + step(color, 1.0) * blurredSourceColor;" |                     "color = step(1.0, color) * color + step(color, 1.0) * blurredSourceColor;" | ||||||
|                 : "") + |                 : "") + | ||||||
|  |  | ||||||
|  |  | ||||||
|                 "gl_FragColor = texture2D(source, coords);" + |                 "gl_FragColor = floor(vcolor) / 256.0;" + | ||||||
|                 "gl_FragColor.a = color / 256.0;" +  |                 "gl_FragColor.a = floor(color) / 256.0;" + | ||||||
|             "}" |             "}" | ||||||
|  |  | ||||||
|         onStatusChanged: if (log) console.log(log) //Print warning messages |         onStatusChanged: if (log) console.log(log) //Print warning messages | ||||||
|   | |||||||
| @@ -191,7 +191,8 @@ ShaderEffect { | |||||||
|                 "vec4 realBackColor = texture2D(source, txt_coords);" + |                 "vec4 realBackColor = texture2D(source, txt_coords);" + | ||||||
|                 (saturation_color !== 0 ? |                 (saturation_color !== 0 ? | ||||||
|                     "vec4 satured_font_color = mix(font_color, vec4(1) , "+ str(saturation_color) + ");" + |                     "vec4 satured_font_color = mix(font_color, vec4(1) , "+ str(saturation_color) + ");" + | ||||||
|                     "vec4 mixedColor = mix(font_color, realBackColor * satured_font_color, "+ str(chroma_color) +");": |                     "vec4 mixedColor = mix(font_color, realBackColor * satured_font_color, "+ str(chroma_color) +");" | ||||||
|  |                 : | ||||||
|                     "vec4 mixedColor = mix(font_color, realBackColor * font_color, "+ str(chroma_color) +");" |                     "vec4 mixedColor = mix(font_color, realBackColor * font_color, "+ str(chroma_color) +");" | ||||||
|                 ) +  |                 ) +  | ||||||
|                  |                  | ||||||
|   | |||||||
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