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	Slight improvements to burnin and rgb shift effects.
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		| @@ -329,8 +329,8 @@ Item{ | ||||
|                  uniform lowp sampler2D blurredSource; | ||||
|                  uniform highp float blurCoefficient;" + | ||||
|  | ||||
|                 "float rgb2grey(vec3 v){ | ||||
|                     return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|                 "float max3(vec3 v) { | ||||
|                      return max (max (v.x, v.y), v.z); | ||||
|                 }" + | ||||
|  | ||||
|                 "void main() {" + | ||||
| @@ -339,7 +339,7 @@ Item{ | ||||
|                     "vec3 blur_color = texture2D(blurredSource, coords).rgb - vec3(blurCoefficient);" + | ||||
|                     "vec3 color = min(origColor + blur_color, max(origColor, blur_color));" + | ||||
|  | ||||
|                     "gl_FragColor = vec4(color, rgb2grey(color - origColor));" + | ||||
|                     "gl_FragColor = vec4(color, max3(color - origColor));" + | ||||
|                 "}" | ||||
|  | ||||
|             onStatusChanged: if (log) console.log(log) //Print warning messages | ||||
|   | ||||
| @@ -44,7 +44,7 @@ ShaderEffect { | ||||
|  | ||||
|     property real chromaColor: appSettings.chromaColor; | ||||
|  | ||||
|     property real rbgShift: appSettings.rbgShift * 0.2 | ||||
|     property real rbgShift: appSettings.rbgShift * 0.2 * (appSettings.chromaColor !== 0 ? 1.0 : 0.0) | ||||
|  | ||||
|     property real flickering: appSettings.flickering | ||||
|     property real horizontalSync: appSettings.horizontalSync * 0.5 | ||||
| @@ -280,6 +280,15 @@ ShaderEffect { | ||||
|  | ||||
|             "vec3 txt_color = texture2D(source, txt_coords).rgb;" + | ||||
|  | ||||
|             (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;" : "") + | ||||
|  | ||||
|             (burnIn !== 0 ? " | ||||
|                 vec4 txt_blur = texture2D(blurredSource, txt_coords); | ||||
|                 txt_color = txt_color + txt_blur.rgb * txt_blur.a;" | ||||
| @@ -288,13 +297,6 @@ ShaderEffect { | ||||
|              "float greyscale_color = rgb2grey(txt_color) + color;" + | ||||
|  | ||||
|             (chromaColor !== 0 ? | ||||
|                 (rbgShift !== 0 ? " | ||||
|                     float rgb_noise = abs(texture2D(noiseSource, vec2(fract(time/(1024.0 * 256.0)), fract(time/(1024.0*1024.0)))).a - 0.5); | ||||
|                     float rcolor = texture2D(source, txt_coords + vec2(0.1, 0.0) * rbgShift * rgb_noise).r; | ||||
|                     float bcolor = texture2D(source, txt_coords - vec2(0.1, 0.0) * rbgShift * rgb_noise).b; | ||||
|                     txt_color.r = rcolor; | ||||
|                     txt_color.b = bcolor; | ||||
|                     greyscale_color = 0.33 * (rcolor + bcolor);" : "") + | ||||
|  | ||||
|                 "vec3 mixedColor = mix(fontColor.rgb, txt_color * fontColor.rgb, chromaColor); | ||||
|                  vec3 finalBackColor = mix(backgroundColor.rgb, mixedColor, greyscale_color); | ||||
|   | ||||
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