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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-02-22 12:58:39 +00:00
Bloom is applied after rasterization instead of before.
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7b84ae2794
commit
d1a5f2a774
@ -304,7 +304,7 @@ Item{
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}
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}
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ListElement{
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ListElement{
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text: "Default Pixelated"
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text: "Default Pixelated"
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obj_string: '{"background_color":"#000000","bloom_strength":0.65,"brightness_flickering":0.1,"fontIndex":0,"font_color":"#ff8100","frames_index":1,"glowing_line_strength":0.2,"horizontal_sincronization":0.1,"jitter":0,"motion_blur":0.45,"noise_strength":0.14,"rasterization":2,"screen_distortion":0.05}'
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obj_string: '{"background_color":"#000000","bloom_strength":0.4,"brightness_flickering":0.1,"fontIndex":0,"font_color":"#ff8100","frames_index":1,"glowing_line_strength":0.2,"horizontal_sincronization":0.1,"jitter":0,"motion_blur":0.45,"noise_strength":0.14,"rasterization":2,"screen_distortion":0.05}'
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builtin: true
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builtin: true
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}
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}
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ListElement{
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ListElement{
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@ -29,7 +29,7 @@ ShaderEffect {
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property variant rasterizationSource: terminal.rasterizationSource
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property variant rasterizationSource: terminal.rasterizationSource
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property variant noiseSource: terminal.staticNoiseSource
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property variant noiseSource: terminal.staticNoiseSource
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property size txt_Size: Qt.size(frame.sourceRect.width, frame.sourceRect.height)
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property size txt_Size: Qt.size(frame.sourceRect.width, frame.sourceRect.height)
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property real bloom: shadersettings.bloom_strength
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property real bloom: shadersettings.bloom_strength * 2.5
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property int rasterization: shadersettings.rasterization
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property int rasterization: shadersettings.rasterization
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@ -165,12 +165,12 @@ ShaderEffect {
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(glowing_line_strength !== 0 ? "
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(glowing_line_strength !== 0 ? "
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color += randomPass(coords) * glowing_line_strength;" : "") +
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color += randomPass(coords) * glowing_line_strength;" : "") +
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(bloom !== 0 ? "
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color += texture2D(bloomSource, coords).r *" + str(2.5 * bloom) + ";" : "") +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"finalColor *= texture2D(rasterizationSource, coords).a;" +
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"finalColor *= texture2D(rasterizationSource, coords).a;" +
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(bloom !== 0 ? "
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finalColor += font_color.rgb * texture2D(bloomSource, coords).r *" + str(bloom) + ";" : "") +
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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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