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	Bloom is applied after rasterization instead of before.
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		| @@ -304,7 +304,7 @@ Item{ | ||||
|         } | ||||
|         ListElement{ | ||||
|             text: "Default Pixelated" | ||||
|             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}' | ||||
|             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}' | ||||
|             builtin: true | ||||
|         } | ||||
|         ListElement{ | ||||
|   | ||||
| @@ -29,7 +29,7 @@ ShaderEffect { | ||||
|     property variant rasterizationSource: terminal.rasterizationSource | ||||
|     property variant noiseSource: terminal.staticNoiseSource | ||||
|     property size txt_Size: Qt.size(frame.sourceRect.width, frame.sourceRect.height) | ||||
|     property real bloom: shadersettings.bloom_strength | ||||
|     property real bloom: shadersettings.bloom_strength * 2.5 | ||||
|  | ||||
|     property int rasterization: shadersettings.rasterization | ||||
|  | ||||
| @@ -165,12 +165,12 @@ ShaderEffect { | ||||
|             (glowing_line_strength !== 0 ? " | ||||
|                 color += randomPass(coords) * glowing_line_strength;" : "") + | ||||
|  | ||||
|             (bloom !== 0 ? " | ||||
|                 color += texture2D(bloomSource, coords).r *" + str(2.5 * bloom) + ";" : "") + | ||||
|  | ||||
|             "vec3 finalColor = mix(background_color, font_color, color).rgb;" + | ||||
|             "finalColor *= texture2D(rasterizationSource, coords).a;" + | ||||
|  | ||||
|             (bloom !== 0 ? " | ||||
|                 finalColor += font_color.rgb * texture2D(bloomSource, coords).r *" + str(bloom) + ";" : "") + | ||||
|  | ||||
|             (brightness_flickering !== 0 ? " | ||||
|                 finalColor *= brightness;" : "") + | ||||
|  | ||||
|   | ||||
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