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	Tweak some shader constants.
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		| @@ -291,7 +291,7 @@ Item { | ||||
|                  (burnIn !== 0 ? " | ||||
|                      vec4 txt_blur = texture2D(burnInSource, staticCoords); | ||||
|                      float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0); | ||||
|                      vec3 burnInColor = 0.5 * (txt_blur.rgb - vec3(blurDecay)); | ||||
|                      vec3 burnInColor = 0.65 * (txt_blur.rgb - vec3(blurDecay)); | ||||
|                      txt_color = max(txt_color, convertWithChroma(burnInColor));" | ||||
|                  : "") + | ||||
|  | ||||
| @@ -307,7 +307,8 @@ Item { | ||||
|  | ||||
|  | ||||
|                  "float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords)); | ||||
|                   finalColor = mix(finalColor, vec3(0.0), 0.45 * inShadow * inShadow); | ||||
|                   inShadow = pow(inShadow, 100.0) + 0.35 * inShadow * inShadow;  // Inner shadow and antialiasing when screen background is bright. | ||||
|                   finalColor = mix(finalColor, vec3(0.0), inShadow); | ||||
|  | ||||
|                   finalColor = mix(origTxtColor, finalColor, staticInScreen); | ||||
|                   gl_FragColor = vec4(finalColor, qt_Opacity);" + | ||||
|   | ||||
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