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	Make jitter stronger on the x axis.
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		| @@ -38,7 +38,9 @@ ShaderEffect { | ||||
|     property real burnInLastUpdate: burnInEffect.lastUpdate | ||||
|     property real burnInTime: burnInEffect.burnInFadeTime | ||||
|  | ||||
|     property real jitter: appSettings.jitter * 0.007 | ||||
|     property real jitter: appSettings.jitter | ||||
|     property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter) | ||||
|  | ||||
|     property real staticNoise: appSettings.staticNoise | ||||
|     property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.fontScaling), | ||||
|                                           (height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling)) | ||||
| @@ -192,7 +194,7 @@ ShaderEffect { | ||||
|         (chromaColor !== 0 ? " | ||||
|             uniform lowp float chromaColor;" : "") + | ||||
|         (jitter !== 0 ? " | ||||
|             uniform lowp float jitter;" : "") + | ||||
|             uniform lowp vec2 jitterDisplacement;" : "") + | ||||
|         (rbgShift !== 0 ? " | ||||
|             uniform lowp float rbgShift;" : "") + | ||||
|  | ||||
| @@ -267,7 +269,7 @@ ShaderEffect { | ||||
|  | ||||
|             (jitter !== 0 ? " | ||||
|                 vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5); | ||||
|                 vec2 txt_coords = coords + offset * jitter;" | ||||
|                 vec2 txt_coords = coords + offset * jitterDisplacement;" | ||||
|             :  "vec2 txt_coords = coords;") + | ||||
|  | ||||
|             "float color = 0.0;" + | ||||
|   | ||||
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