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Make jitter stronger on the x axis.
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parent
65432fd317
commit
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@ -38,7 +38,9 @@ ShaderEffect {
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInTime: burnInEffect.burnInFadeTime
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property real burnInTime: burnInEffect.burnInFadeTime
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property real jitter: appSettings.jitter * 0.007
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property real jitter: appSettings.jitter
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property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
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property real staticNoise: appSettings.staticNoise
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property real staticNoise: appSettings.staticNoise
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property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.fontScaling),
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property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.fontScaling),
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(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling))
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(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling))
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@ -192,7 +194,7 @@ ShaderEffect {
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(chromaColor !== 0 ? "
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(chromaColor !== 0 ? "
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uniform lowp float chromaColor;" : "") +
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uniform lowp float chromaColor;" : "") +
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(jitter !== 0 ? "
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(jitter !== 0 ? "
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uniform lowp float jitter;" : "") +
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uniform lowp vec2 jitterDisplacement;" : "") +
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(rbgShift !== 0 ? "
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(rbgShift !== 0 ? "
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uniform lowp float rbgShift;" : "") +
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uniform lowp float rbgShift;" : "") +
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@ -267,7 +269,7 @@ ShaderEffect {
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(jitter !== 0 ? "
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(jitter !== 0 ? "
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vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
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vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
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vec2 txt_coords = coords + offset * jitter;"
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vec2 txt_coords = coords + offset * jitterDisplacement;"
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: "vec2 txt_coords = coords;") +
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: "vec2 txt_coords = coords;") +
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"float color = 0.0;" +
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"float color = 0.0;" +
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