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Reduce horizontal sync maximum strength.

This commit is contained in:
Filippo Scognamiglio 2018-12-17 19:44:28 +01:00
parent 3cee186663
commit dcb7b7c309

View File

@ -53,7 +53,8 @@ Item {
property real ambientLight: parent.ambientLight property real ambientLight: parent.ambientLight
property real flickering: appSettings.flickering property real flickering: appSettings.flickering
property real horizontalSync: appSettings.horizontalSync * 0.5 property real horizontalSync: appSettings.horizontalSync
property real horizontalSyncStrength: Utils.lint(0.1, 0.35, horizontalSync)
property real glowingLine: appSettings.glowingLine * 0.2 property real glowingLine: appSettings.glowingLine * 0.2
property real burnIn: appSettings.burnIn property real burnIn: appSettings.burnIn
property real burnInLastUpdate: burnInEffect.lastUpdate property real burnInLastUpdate: burnInEffect.lastUpdate
@ -115,7 +116,7 @@ Item {
uniform lowp float flickering;" : "") + uniform lowp float flickering;" : "") +
(!fallBack && horizontalSync !== 0.0 ?" (!fallBack && horizontalSync !== 0.0 ?"
uniform lowp float horizontalSync; uniform lowp float horizontalSyncStrength;
varying lowp float distortionScale; varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") + varying lowp float distortionFreq;" : "") +
@ -133,8 +134,8 @@ Item {
: "") + : "") +
(!fallBack && horizontalSync !== 0.0 ? " (!fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSync - initialNoiseTexel.r; float randval = horizontalSyncStrength - initialNoiseTexel.r;
distortionScale = step(0.0, randval) * randval * horizontalSync; distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") + : "") +
@ -180,7 +181,7 @@ Item {
uniform lowp float ambientLight;" : "") + uniform lowp float ambientLight;" : "") +
(fallBack && horizontalSync !== 0 ? " (fallBack && horizontalSync !== 0 ? "
uniform lowp float horizontalSync;" : "") + uniform lowp float horizontalSyncStrength;" : "") +
(fallBack && flickering !== 0.0 ?" (fallBack && flickering !== 0.0 ?"
uniform lowp float flickering;" : "") + uniform lowp float flickering;" : "") +
(!fallBack && flickering !== 0 ? " (!fallBack && flickering !== 0 ? "
@ -240,8 +241,8 @@ Item {
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;" float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
: "") + : "") +
(fallBack && horizontalSync !== 0.0 ? " (fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSync - initialNoiseTexel.r; float randval = horizontalSyncStrength - initialNoiseTexel.r;
float distortionScale = step(0.0, randval) * randval * horizontalSync; float distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") + : "") +