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	Reduce horizontal sync maximum strength.
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		| @@ -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);" | ||||||
|                  : "") + |                  : "") + | ||||||
|  |  | ||||||
|   | |||||||
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