mirror of
				https://github.com/Swordfish90/cool-retro-term.git
				synced 2025-10-31 07:04:20 +00:00 
			
		
		
		
	Fix a couple of issues with burnIn.
This commit is contained in:
		| @@ -25,9 +25,9 @@ Loader { | ||||
|     } | ||||
|  | ||||
|     function restartBlurSource(){ | ||||
|         prevLastUpdate = 0; | ||||
|         lastUpdate = 0; | ||||
|         completelyUpdate() | ||||
|         prevLastUpdate = timeManager.time; | ||||
|         lastUpdate = prevLastUpdate; | ||||
|         completelyUpdate(); | ||||
|     } | ||||
|  | ||||
|     sourceComponent: Item { | ||||
| @@ -56,6 +56,10 @@ Loader { | ||||
|  | ||||
|             format: ShaderEffectSource.RGBA | ||||
|  | ||||
|             // Enabling smooth with a low burnInQuality causes bad artifacts because the FBO | ||||
|             // has different values when it's read back. This lowers the quality, but makes it more consistent. | ||||
|             smooth: appSettings.burnInQuality === 1.0 | ||||
|  | ||||
|             visible: false | ||||
|  | ||||
|             Connections { | ||||
|   | ||||
| @@ -310,7 +310,7 @@ ShaderEffect { | ||||
|             " : "") + | ||||
|  | ||||
|             (burnIn !== 0 ? " | ||||
|                 vec4 txt_blur = texture2D(burnInSource, txt_coords); | ||||
|                 vec4 txt_blur = texture2D(burnInSource, staticCoords); | ||||
|                 float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0); | ||||
|                 txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));" | ||||
|             : "") + | ||||
|   | ||||
		Reference in New Issue
	
	Block a user