mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-11-01 15:42:12 +00:00
Revert "Add subpixels rasterization and improve existing ones."
Use something similar to what we had before, avoiding heavy texture
fetches."
This reverts commit 293b05fec6.
This commit is contained in:
@@ -27,7 +27,6 @@ ShaderEffect {
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property ShaderEffectSource source
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property BurnInEffect burnInEffect
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property ShaderEffectSource bloomSource
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property ShaderEffectSource rasterizationSource
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property color fontColor: appSettings.fontColor
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property color backgroundColor: appSettings.backgroundColor
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@@ -66,6 +65,10 @@ ShaderEffect {
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property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
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property size rasterizationSmooth: Qt.size(
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Utils.clamp(2.0 * virtual_resolution.width / (width * devicePixelRatio), 0.0, 1.0),
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Utils.clamp(2.0 * virtual_resolution.height / (height * devicePixelRatio), 0.0, 1.0))
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property real dispX
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property real dispY
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property size virtual_resolution
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@@ -170,12 +173,10 @@ ShaderEffect {
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uniform lowp float screen_brightness;
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uniform highp vec2 virtual_resolution;
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uniform highp vec2 rasterizationSmooth;
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uniform highp float dispX;
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uniform highp float dispY;" +
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(rasterization != appSettings.no_rasterization ?
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"uniform lowp sampler2D rasterizationSource;" : "") +
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(bloom !== 0 ? "
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uniform highp sampler2D bloomSource;
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uniform lowp float bloom;" : "") +
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@@ -219,7 +220,24 @@ ShaderEffect {
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return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
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}" : "") +
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"float min2(vec2 v) {
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"highp float getScanlineIntensity(vec2 coords) {
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highp float result = 1.0;" +
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(appSettings.rasterization != appSettings.no_rasterization ?
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"float val = 0.0;
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val += smoothstep(0.0, 0.5, fract(coords.y * virtual_resolution.y));
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val -= smoothstep(0.5, 1.0, fract(coords.y * virtual_resolution.y));
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result *= mix(val, 1.0, rasterizationSmooth.y);" : "") +
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(appSettings.rasterization == appSettings.pixel_rasterization ?
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"val = 0.0;
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val += smoothstep(0.0, 0.5, fract(coords.x * virtual_resolution.x));
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val -= smoothstep(0.5, 1.0, fract(coords.x * virtual_resolution.x));
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result *= mix(val, 1.0, rasterizationSmooth.x);" : "") + "
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return result;
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}
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float min2(vec2 v) {
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return min(v.x, v.y);
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}
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@@ -310,10 +328,7 @@ ShaderEffect {
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:
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"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
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(rasterization != appSettings.no_rasterization ? "
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finalColor *= 2.0;
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finalColor *= texture2D(rasterizationSource, staticCoords * (virtual_resolution)).rgb;
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" : "") +
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"finalColor *= getScanlineIntensity(coords);" +
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(bloom !== 0 ?
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"vec4 bloomFullColor = texture2D(bloomSource, coords);
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