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