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	RGB Shift effect now looks much better.
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		| @@ -44,7 +44,7 @@ ShaderEffect { | ||||
|  | ||||
|     property real chromaColor: appSettings.chromaColor; | ||||
|  | ||||
|     property real rbgShift: appSettings.rbgShift * 0.2 * (appSettings.chromaColor !== 0 ? 1.0 : 0.0) | ||||
|     property real rbgShift: (appSettings.rbgShift / width) * (appSettings.chromaColor !== 0 ? 1.0 : 0.0) | ||||
|  | ||||
|     property real flickering: appSettings.flickering | ||||
|     property real horizontalSync: appSettings.horizontalSync * 0.5 | ||||
| @@ -264,7 +264,7 @@ ShaderEffect { | ||||
|                     noise += distortionScale * 7.0;" : "") | ||||
|             : "") + | ||||
|  | ||||
|             (jitter !== 0 || staticNoise !== 0 ? | ||||
|             (jitter !== 0 || staticNoise !== 0 || rbgShift !== 0 ? | ||||
|                 "vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));" | ||||
|             : "") + | ||||
|  | ||||
| @@ -286,13 +286,14 @@ ShaderEffect { | ||||
|             "txt_color *= min2(step(vec2(0.0), staticCoords) - step(vec2(1.0), staticCoords));" + | ||||
|  | ||||
|             (rbgShift !== 0 ? " | ||||
|                 float rgb_noise = abs(texture2D(noiseSource, vec2(fract(time/(1024.0 * 128.0)), fract(time/(1024.0*512.0)))).a - 0.5); | ||||
|                 vec2 baseDisplacement = vec2(0.02, 0.0) * rbgShift; | ||||
|                 vec2 randomDisplacement = vec2(0.05, 0.0) * rbgShift * rgb_noise; | ||||
|                 float rcolor = texture2D(source, txt_coords + baseDisplacement + randomDisplacement).r; | ||||
|                 float bcolor = texture2D(source, txt_coords - baseDisplacement - randomDisplacement).b; | ||||
|                 txt_color.r = rcolor; | ||||
|                 txt_color.b = bcolor;" : "") + | ||||
|                 vec2 displacement = vec2(32.0, 0.0) * rbgShift * noiseTexel.r; | ||||
|                 vec3 rightColor = texture2D(source, txt_coords + displacement).rgb; | ||||
|                 vec3 leftColor = texture2D(source, txt_coords - displacement).rgb; | ||||
|                 vec3 rgbShiftColor = vec3(0.0); | ||||
|                 rgbShiftColor.r = leftColor.r * 0.15 + rightColor.r * 0.7 + txt_color.r * 0.15; | ||||
|                 rgbShiftColor.g = leftColor.g * 0.15 + rightColor.g * 0.15 + txt_color.g * 0.7; | ||||
|                 rgbShiftColor.b = leftColor.b * 0.7 + rightColor.b * 0.15 + txt_color.b * 0.15; | ||||
|                 txt_color = max(txt_color, (rgbShiftColor - txt_color));" : "") + | ||||
|  | ||||
|             (burnIn !== 0 ? " | ||||
|                 vec4 txt_blur = texture2D(blurredSource, txt_coords); | ||||
|   | ||||
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