|
|
@@ -170,8 +170,8 @@ char const *setup_text[] = { |
|
|
|
/* common variable */ |
|
|
|
float value, angle, radius, scale, speed; |
|
|
|
/* shader variable */ |
|
|
|
vec2 buffer(0.8f,0.2f); // [new frame mix,old frame mix] |
|
|
|
vec2 remanency(0.2f,0.8f); // remanency [source mix,buffer mix] |
|
|
|
vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix] |
|
|
|
vec2 remanency(0.3f,0.7f); // remanency [source mix,buffer mix] |
|
|
|
vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix] |
|
|
|
vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner] |
|
|
|
vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] |
|
|
@@ -206,22 +206,33 @@ vec4 setup_var[]={ |
|
|
|
vec4(0, 1, 1, 0), |
|
|
|
vec4(0.0f, 1.0f, 0.1f, glow_mix.x), |
|
|
|
vec4(0.0f, 1.0f, 0.1f, glow_mix.y), |
|
|
|
vec4(0.0f, 8.0f, 0.1f, glow_large.x), |
|
|
|
vec4(0.0f, 8.0f, 0.1f, glow_large.y), |
|
|
|
vec4(0.0f, 4.0f, 0.1f, glow_small.x), |
|
|
|
vec4(0.0f, 4.0f, 0.1f, glow_small.y), |
|
|
|
vec4(0.0f, 4.0f, 0.05f, glow_large.x), |
|
|
|
vec4(0.0f, 4.0f, 0.05f, glow_large.y), |
|
|
|
vec4(0.0f, 2.0f, 0.05f, glow_small.x), |
|
|
|
vec4(0.0f, 2.0f, 0.05f, glow_small.y), |
|
|
|
vec4(0), |
|
|
|
vec4(0), /* blur */ |
|
|
|
vec4(0, 1, 1, 0), |
|
|
|
vec4(0.0f, 2.0f, 0.1f, blur.x), |
|
|
|
vec4(0.0f, 2.0f, 0.1f, blur.y), |
|
|
|
vec4(0.0f, 2.0f, 0.05f, blur.x), |
|
|
|
vec4(0.0f, 2.0f, 0.05f, blur.y), |
|
|
|
vec4(0) /* color */ |
|
|
|
}; |
|
|
|
|
|
|
|
void Render::UpdateVar(int key) |
|
|
|
void Render::UpdateVar() |
|
|
|
{ |
|
|
|
int k = key; |
|
|
|
m_shader_remanency = (setup_var[k].w == 1) ? true : false; k += 8; |
|
|
|
m_shader_glow = (setup_var[k].w == 1) ? true : false; |
|
|
|
int k = 1; |
|
|
|
m_shader_remanency = (setup_var[k].w == 1) ? true : false; k++; |
|
|
|
buffer = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
|
|
|
remanency = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
|
|
|
k += 4; |
|
|
|
m_shader_glow = (setup_var[k].w == 1) ? true : false; k++; |
|
|
|
glow_mix = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
|
|
|
glow_large = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
|
|
|
glow_small = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
|
|
|
k += 2; |
|
|
|
m_shader_blur = (setup_var[k].w == 1) ? true : false; k++; |
|
|
|
blur = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
|
|
|
k += 6; |
|
|
|
} |
|
|
|
|
|
|
|
Shader *shader_simple; |
|
|
@@ -490,7 +501,7 @@ void Render::TickDraw(float seconds) |
|
|
|
{ |
|
|
|
setup_var[setup_item_key].w -= setup_var[setup_item_key].z; |
|
|
|
if (setup_var[setup_item_key].w < setup_var[setup_item_key].x) setup_var[setup_item_key].w = setup_var[setup_item_key].x; |
|
|
|
Render::UpdateVar(setup_item_key); |
|
|
|
Render::UpdateVar(); |
|
|
|
} |
|
|
|
timer_key = timer; |
|
|
|
} |
|
|
@@ -500,7 +511,7 @@ void Render::TickDraw(float seconds) |
|
|
|
{ |
|
|
|
setup_var[setup_item_key].w += setup_var[setup_item_key].z; |
|
|
|
if (setup_var[setup_item_key].w > setup_var[setup_item_key].y) setup_var[setup_item_key].w = setup_var[setup_item_key].y; |
|
|
|
Render::UpdateVar(setup_item_key); |
|
|
|
Render::UpdateVar(); |
|
|
|
} |
|
|
|
timer_key = timer; |
|
|
|
} |
|
|
|