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	Fix: horizontal sync should not go outside screen boundaries.
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		| @@ -232,9 +232,11 @@ ShaderEffect { | ||||
|  | ||||
|             (screen_distorsion !== 0 ? " | ||||
|                 float distortion = dot(cc, cc) * screen_distorsion; | ||||
|                 vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);" | ||||
|                 vec2 staticCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);" | ||||
|             :" | ||||
|                 vec2 coords = qt_TexCoord0;") + | ||||
|                 vec2 staticCoords = qt_TexCoord0;") + | ||||
|  | ||||
|             "vec2 coords = staticCoords;" + | ||||
|  | ||||
|             (horizontal_sincronization !== 0 ? " | ||||
|                 float dst = sin((coords.y + time * 0.001) * distortionFreq); | ||||
| @@ -298,8 +300,8 @@ ShaderEffect { | ||||
|                 "finalColor += bloomColor * bloom_strength * bloomAlpha;" | ||||
|             : "") + | ||||
|  | ||||
|             "finalColor *= smoothstep(-dispX, 0.0, coords.x) - smoothstep(1.0, 1.0 + dispX, coords.x); | ||||
|              finalColor *= smoothstep(-dispY, 0.0, coords.y) - smoothstep(1.0, 1.0 + dispY, coords.y);" + | ||||
|             "finalColor *= smoothstep(-dispX, 0.0, staticCoords.x) - smoothstep(1.0, 1.0 + dispX, staticCoords.x); | ||||
|              finalColor *= smoothstep(-dispY, 0.0, staticCoords.y) - smoothstep(1.0, 1.0 + dispY, staticCoords.y);" + | ||||
|  | ||||
|             (brightness_flickering !== 0 ? " | ||||
|                 finalColor *= brightness;" : "") + | ||||
|   | ||||
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