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