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https://github.com/Swordfish90/cool-retro-term.git
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Reduce horizontal sync maximum strength.
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3cee186663
commit
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@ -53,7 +53,8 @@ Item {
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property real ambientLight: parent.ambientLight
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property real ambientLight: parent.ambientLight
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property real flickering: appSettings.flickering
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property real flickering: appSettings.flickering
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property real horizontalSync: appSettings.horizontalSync * 0.5
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property real horizontalSync: appSettings.horizontalSync
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property real horizontalSyncStrength: Utils.lint(0.1, 0.35, horizontalSync)
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property real glowingLine: appSettings.glowingLine * 0.2
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property real glowingLine: appSettings.glowingLine * 0.2
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property real burnIn: appSettings.burnIn
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property real burnIn: appSettings.burnIn
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInLastUpdate: burnInEffect.lastUpdate
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@ -115,7 +116,7 @@ Item {
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uniform lowp float flickering;" : "") +
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uniform lowp float flickering;" : "") +
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(!fallBack && horizontalSync !== 0.0 ?"
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(!fallBack && horizontalSync !== 0.0 ?"
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uniform lowp float horizontalSync;
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uniform lowp float horizontalSyncStrength;
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varying lowp float distortionScale;
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varying lowp float distortionScale;
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varying lowp float distortionFreq;" : "") +
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varying lowp float distortionFreq;" : "") +
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@ -133,8 +134,8 @@ Item {
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: "") +
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: "") +
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(!fallBack && horizontalSync !== 0.0 ? "
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(!fallBack && horizontalSync !== 0.0 ? "
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float randval = horizontalSync - initialNoiseTexel.r;
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float randval = horizontalSyncStrength - initialNoiseTexel.r;
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distortionScale = step(0.0, randval) * randval * horizontalSync;
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distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
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distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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: "") +
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: "") +
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@ -180,7 +181,7 @@ Item {
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uniform lowp float ambientLight;" : "") +
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uniform lowp float ambientLight;" : "") +
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(fallBack && horizontalSync !== 0 ? "
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(fallBack && horizontalSync !== 0 ? "
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uniform lowp float horizontalSync;" : "") +
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uniform lowp float horizontalSyncStrength;" : "") +
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(fallBack && flickering !== 0.0 ?"
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(fallBack && flickering !== 0.0 ?"
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uniform lowp float flickering;" : "") +
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uniform lowp float flickering;" : "") +
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(!fallBack && flickering !== 0 ? "
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(!fallBack && flickering !== 0 ? "
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@ -240,8 +241,8 @@ Item {
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float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
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float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
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: "") +
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: "") +
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(fallBack && horizontalSync !== 0.0 ? "
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(fallBack && horizontalSync !== 0.0 ? "
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float randval = horizontalSync - initialNoiseTexel.r;
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float randval = horizontalSyncStrength - initialNoiseTexel.r;
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float distortionScale = step(0.0, randval) * randval * horizontalSync;
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float distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
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float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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: "") +
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: "") +
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