diff --git a/app/ShaderManager.qml b/app/ShaderManager.qml index a5db8b0..6bd82cf 100644 --- a/app/ShaderManager.qml +++ b/app/ShaderManager.qml @@ -122,7 +122,7 @@ ShaderEffect { } float getScanlineIntensity(vec2 pos){ - return abs(sin(pos.y * txt_Size.y)) * 0.5; + return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5; }" + @@ -153,7 +153,7 @@ ShaderEffect { (bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") + (scanlines !== 0 ? - "float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") + + "float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 1.0;") + (noise_strength !== 0 ? "color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") + @@ -161,8 +161,8 @@ ShaderEffect { (glowing_line_strength !== 0 ? "color += randomPass(coords) * glowing_line_strength;" : "") + - "vec3 finalColor = mix(background_color, font_color, color).rgb;" + - "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance + scanline_alpha);" + + "vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" + + "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" + (screen_flickering !== 0 ? "finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +