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