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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 02:01:19 +00:00
Slight improvements to burnin and rgb shift effects.
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@ -329,8 +329,8 @@ Item{
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uniform lowp sampler2D blurredSource;
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uniform highp float blurCoefficient;" +
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"float rgb2grey(vec3 v){
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return dot(v, vec3(0.21, 0.72, 0.04));
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"float max3(vec3 v) {
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return max (max (v.x, v.y), v.z);
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}" +
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"void main() {" +
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@ -339,7 +339,7 @@ Item{
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"vec3 blur_color = texture2D(blurredSource, coords).rgb - vec3(blurCoefficient);" +
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"vec3 color = min(origColor + blur_color, max(origColor, blur_color));" +
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"gl_FragColor = vec4(color, rgb2grey(color - origColor));" +
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"gl_FragColor = vec4(color, max3(color - origColor));" +
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"}"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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@ -44,7 +44,7 @@ ShaderEffect {
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property real chromaColor: appSettings.chromaColor;
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property real rbgShift: appSettings.rbgShift * 0.2
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property real rbgShift: appSettings.rbgShift * 0.2 * (appSettings.chromaColor !== 0 ? 1.0 : 0.0)
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property real flickering: appSettings.flickering
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property real horizontalSync: appSettings.horizontalSync * 0.5
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@ -280,6 +280,15 @@ ShaderEffect {
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"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
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(rbgShift !== 0 ? "
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float rgb_noise = abs(texture2D(noiseSource, vec2(fract(time/(1024.0 * 128.0)), fract(time/(1024.0*512.0)))).a - 0.5);
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vec2 baseDisplacement = vec2(0.02, 0.0) * rbgShift;
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vec2 randomDisplacement = vec2(0.05, 0.0) * rbgShift * rgb_noise;
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float rcolor = texture2D(source, txt_coords + baseDisplacement + randomDisplacement).r;
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float bcolor = texture2D(source, txt_coords - baseDisplacement - randomDisplacement).b;
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txt_color.r = rcolor;
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txt_color.b = bcolor;" : "") +
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(burnIn !== 0 ? "
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vec4 txt_blur = texture2D(blurredSource, txt_coords);
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txt_color = txt_color + txt_blur.rgb * txt_blur.a;"
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@ -288,13 +297,6 @@ ShaderEffect {
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"float greyscale_color = rgb2grey(txt_color) + color;" +
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(chromaColor !== 0 ?
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(rbgShift !== 0 ? "
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float rgb_noise = abs(texture2D(noiseSource, vec2(fract(time/(1024.0 * 256.0)), fract(time/(1024.0*1024.0)))).a - 0.5);
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float rcolor = texture2D(source, txt_coords + vec2(0.1, 0.0) * rbgShift * rgb_noise).r;
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float bcolor = texture2D(source, txt_coords - vec2(0.1, 0.0) * rbgShift * rgb_noise).b;
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txt_color.r = rcolor;
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txt_color.b = bcolor;
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greyscale_color = 0.33 * (rcolor + bcolor);" : "") +
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"vec3 mixedColor = mix(fontColor.rgb, txt_color * fontColor.rgb, chromaColor);
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vec3 finalBackColor = mix(backgroundColor.rgb, mixedColor, greyscale_color);
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