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https://github.com/Swordfish90/cool-retro-term.git
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Rewrite motion blur with colors. It now simpler.
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1902e34d04
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@ -220,7 +220,6 @@ Item{
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id: finalSource
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id: finalSource
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sourceItem: blurredterminal
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sourceItem: blurredterminal
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sourceRect: frame.sourceRect
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sourceRect: frame.sourceRect
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//format: ShaderEffectSource.Alpha
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hideSource: true
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hideSource: true
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}
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}
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ShaderEffect {
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ShaderEffect {
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@ -258,19 +257,18 @@ Item{
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coords.x = floor(virtual_resolution.x * coords.x) / virtual_resolution.x;" : "")
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coords.x = floor(virtual_resolution.x * coords.x) / virtual_resolution.x;" : "")
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: "") +
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: "") +
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"coords = coords + delta;" +
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"coords = coords + delta;" +
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"vec4 vcolor = texture2D(source, coords) * 256.0;
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float color = rgb2grey(vcolor);" +
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"vec4 color = texture2D(source, coords) * 256.0;
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color.a = rgb2grey(color.rgb);" +
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(mBlur !== 0 ?
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(mBlur !== 0 ?
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"vec4 blurredVcolor = texture2D(blurredSource, coords) * 256.0;" +
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"vec4 blur_color = texture2D(blurredSource, coords) * 256.0;" +
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"float blurredSourceColor = texture2D(blurredSource, coords).a * 256.0;" +
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"blur_color.a = blur_color.a - blur_color.a * " + (1.0 - motionBlurCoefficient) * fpsAttenuation+ ";" +
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"blurredSourceColor = blurredSourceColor - blurredSourceColor * " + (1.0 - motionBlurCoefficient) * fpsAttenuation+ ";" +
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"color = step(1.0, color.a) * color + step(color.a, 1.0) * blur_color;"
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"vcolor = step(1.0, color) * vcolor + step(color, 1.0) * blurredVcolor;" +
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"color = step(1.0, color) * color + step(color, 1.0) * blurredSourceColor;"
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: "") +
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: "") +
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"gl_FragColor = floor(vcolor) / 256.0;" +
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"gl_FragColor = floor(color) / 256.0;" +
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"gl_FragColor.a = floor(color) / 256.0;" +
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"}"
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"}"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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onStatusChanged: if (log) console.log(log) //Print warning messages
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