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Fix: various small improvements.

This commit is contained in:
Filippo Scognamiglio
2014-12-26 19:47:11 +01:00
parent 0264fbebcd
commit e4c7ffe201
7 changed files with 49 additions and 43 deletions

View File

@@ -37,7 +37,7 @@ ShaderEffect {
property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.fontScaling),
(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling))
property real screen_distorsion: appSettings.screenCurvature
property real screenCurvature: appSettings.screenCurvature
property real glowingLine: appSettings.glowingLine
property real chromaColor: appSettings.chromaColor;
@@ -45,7 +45,7 @@ ShaderEffect {
property real rbgShift: appSettings.rbgShift * 0.2
property real flickering: appSettings.flickering
property real horizontalSync: appSettings.horizontalSync
property real horizontalSync: appSettings.horizontalSync * 0.5
property bool frameReflections: appSettings.frameReflections
@@ -66,7 +66,7 @@ ShaderEffect {
}
property alias time: timeManager.time
property variant noiseSource: noiseShaderSource
property ShaderEffectSource noiseSource: noiseShaderSource
// If something goes wrong activate the fallback version of the shader.
property bool fallBack: false
@@ -167,8 +167,8 @@ ShaderEffect {
||(fallBack && (flickering || horizontalSync))) ? "
uniform lowp sampler2D noiseSource;
uniform highp vec2 scaleNoiseSize;" : "") +
(screen_distorsion !== 0 ? "
uniform highp float screen_distorsion;" : "") +
(screenCurvature !== 0 ? "
uniform highp float screenCurvature;" : "") +
(glowingLine !== 0 ? "
uniform highp float glowingLine;" : "") +
(chromaColor !== 0 ? "
@@ -230,8 +230,8 @@ ShaderEffect {
(staticNoise ? "
float noise = staticNoise;" : "") +
(screen_distorsion !== 0 ? "
float distortion = dot(cc, cc) * screen_distorsion;
(screenCurvature !== 0 ? "
float distortion = dot(cc, cc) * screenCurvature;
vec2 staticCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
:"
vec2 staticCoords = qt_TexCoord0;") +
@@ -242,7 +242,7 @@ ShaderEffect {
float dst = sin((coords.y + time * 0.001) * distortionFreq);
coords.x += dst * distortionScale;" +
(staticNoise ? "
noise += distortionScale * 3.0;" : "")
noise += distortionScale * 7.0;" : "")
: "") +
(jitter !== 0 || staticNoise !== 0 ?