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@@ -89,24 +89,24 @@ float value, angle, radius, scale, speed; |
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/* shader variable */ |
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vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix] |
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vec2 remanency(0.5f,0.5f); // remanency [source mix,buffer mix] |
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vec2 glow_mix(0.6f,0.4f); // glow mix [source mix,glow mix] |
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vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner] |
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vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] |
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vec2 blur(0.5f,0.5f); // blur radius [center,corner] |
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vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix] |
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vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner] |
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vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner] |
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vec2 blur(0.5f,0.0f); // blur radius [center,corner] |
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vec4 copper(0.125,0.125,32,64); // copper [base,variable,repeat x,repeat y] |
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vec3 color_filter(0.9f,0.9f,1.0f); // color filter [red,green,blue] |
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vec3 color_color(1.0f,1.0f,0.40f); // color modifier [brightness,contrast,grayscale] |
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vec4 color_color(1.25f,1.0f,0.0f,0.35f); // color modifier [brightness,contrast,level,grayscale] |
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vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical] |
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float noise_noise = 0.25f; // noise |
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vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
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vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] |
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float postfx_vignetting = -0.5f; // vignetting strength |
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float postfx_aberration = 3.0f; // chromatic aberration |
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float postfx_vignetting = 0.0f; // vignetting strength |
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float postfx_aberration = 4.0f; // chromatic aberration |
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vec4 postfx_ghost1(0.0f,0.0f,-2.0f,-0.15f); // ghost picture 1 [position x,position y,position z,strength] |
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vec4 postfx_ghost2(0.0f,0.0f,2.0f,0.15f); // ghost picture 2 [position x,position y,position z,strength] |
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vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat,shift] |
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vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat,shift] |
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vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat,shift] |
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vec4 postfx_scanline_h(0.75f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift] |
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vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift] |
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vec3 postfx_corner(0.0f,0.75f,0.95f); // corner [width,radius,blur] |
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/* text variable */ |
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@@ -184,9 +184,9 @@ char const *setup_text[] = { |
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"filter blue", |
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"brightness", |
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"contrast", |
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"level", |
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"grayscale", |
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"aberration", |
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"", |
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"noise", |
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"enable", |
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"offset h", |
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@@ -263,23 +263,23 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4(0), |
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vec4(0), |
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vec4(0), /* screen */ |
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vec4( 0, 1, 1, 1), |
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vec4( 0.0f, 1.0f, 0.05f, postfx_deform.x), |
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vec4( 0.5f, 0.7f, 0.01f, postfx_deform.y), |
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vec4( 0.0f, 4.0f, 0.10f, postfx_corner.x), |
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vec4( 0.0f, 1.0f, 0.05f, postfx_corner.y), |
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vec4( 0.0f, 1.0f, 0.05f, postfx_corner.z), |
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vec4(-1.0f, 1.0f, 0.10f, postfx_vignetting), |
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vec4(0, 1, 1, 1), |
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vec4(0.0f, 1.0f, 0.05f, postfx_deform.x), |
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vec4(0.5f, 0.7f, 0.01f, postfx_deform.y), |
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vec4(0.0f, 4.0f, 0.10f, postfx_corner.x), |
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vec4(0.0f, 1.0f, 0.05f, postfx_corner.y), |
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vec4(0.0f, 1.0f, 0.05f, postfx_corner.z), |
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vec4(0.0f, 1.0f, 0.10f, postfx_vignetting), |
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vec4(0), |
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vec4(0), /* color */ |
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vec4(0.0f, 1.0f, 0.05f, color_filter.x), |
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vec4(0.0f, 1.0f, 0.05f, color_filter.y), |
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vec4(0.0f, 1.0f, 0.05f, color_filter.z), |
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vec4(0.0f, 2.0f, 0.05f, color_color.x), |
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vec4(0.0f, 2.0f, 0.05f, color_color.y), |
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vec4(0.0f, 1.0f, 0.05f, color_color.z), |
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vec4(0.0f, 8.0f, 0.50f, postfx_aberration), |
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vec4(0), |
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vec4( 0.0f, 1.0f, 0.05f, color_filter.x), |
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vec4( 0.0f, 1.0f, 0.05f, color_filter.y), |
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vec4( 0.0f, 1.0f, 0.05f, color_filter.z), |
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vec4( 0.0f, 2.0f, 0.05f, color_color.x), |
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vec4( 0.0f, 2.0f, 0.05f, color_color.y), |
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vec4(-1.0f, 1.0f, 0.05f, color_color.z), |
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vec4( 0.0f, 1.0f, 0.05f, color_color.w), |
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vec4( 0.0f, 8.0f, 0.50f, postfx_aberration), |
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vec4(0), /* noise */ |
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vec4( 0, 1, 1, 1), |
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vec4(0.0f, 4.0f, 0.50f, noise_offset.x), |
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@@ -343,9 +343,9 @@ void Render::UpdateVar() |
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postfx_vignetting = setup_var[k].w; k++; |
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k += 2; /* color */ |
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color_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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color_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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color_color = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
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postfx_aberration = setup_var[k].w; k++; |
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k += 2; /* noise */ |
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k += 1; /* noise */ |
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m_shader_noise = (setup_var[k].w == 1) ? true : false; k++; |
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noise_offset = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
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noise_noise = setup_var[k].w; k++; |
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