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	Fix: motion blur depends quadratically on fps and not linearly.
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		| @@ -39,11 +39,11 @@ Item{ | ||||
|  | ||||
|     //The blur effect has to take into account the framerate | ||||
|     property int fps: shadersettings.fps !== 0 ? shadersettings.fps : 60 | ||||
|     property real fpsAttenuation: 60 / fps | ||||
|     property real fpsAttenuation: Math.sqrt(60 / fps) | ||||
|     property real mBlur: shadersettings.motion_blur | ||||
|     property real motionBlurCoefficient: (_maxBlurCoefficient * mBlur + _minBlurCoefficient * (1 - mBlur)) | ||||
|     property real _minBlurCoefficient: 0.75 | ||||
|     property real _maxBlurCoefficient: 0.95 | ||||
|     property real _minBlurCoefficient: 0.70 | ||||
|     property real _maxBlurCoefficient: 0.90 | ||||
|  | ||||
|     property size virtualPxSize: Qt.size(1,1) | ||||
|     property size virtual_resolution: Qt.size(width / virtualPxSize.width, height / virtualPxSize.height) | ||||
| @@ -199,6 +199,8 @@ Item{ | ||||
|         recursive: true | ||||
|         live: false | ||||
|  | ||||
|         hideSource: true | ||||
|  | ||||
|         smooth: false | ||||
|         antialiasing: false | ||||
|  | ||||
|   | ||||
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