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@@ -92,9 +92,9 @@ 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(0.25f,0.5f); // glow radius [center,corner] |
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vec2 noise_offset(3.0f,3.0f); // random line [horizontal,vertical] |
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vec2 noise_offset(1.5f,1.5f); // random line [horizontal,vertical] |
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float noise_noise = 0.15f; // noise |
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vec3 noise_retrace(0.05f,2.0f,4.0f); // retrace [strength,length,speed] |
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vec3 noise_retrace(0.02f,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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vec3 postfx_filter(0.8f,0.9f,0.4f); // color filter [red,green,blue] |
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vec3 postfx_color(1.8f,1.5f,0.5f); // color modifier [brightness,contrast,grayscale] |
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@@ -183,6 +183,7 @@ char const *setup_text[] = { |
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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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"offset v", |
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"noise", |
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@@ -190,7 +191,6 @@ char const *setup_text[] = { |
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"retrace length", |
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"retrace speed", |
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"", |
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"", |
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"ghost", |
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"back x", |
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"back y", |
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@@ -249,8 +249,8 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4(0), |
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vec4(0), /* blur */ |
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vec4(0, 1, 1, 1), |
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vec4(0.0f, 2.0f, 0.1f, blur.x), |
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vec4(0.0f, 2.0f, 0.1f, blur.y), |
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vec4(0.0f, 2.0f, 0.05f, blur.x), |
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vec4(0.0f, 2.0f, 0.05f, blur.y), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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@@ -275,14 +275,14 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4(0.0f, 8.0f, 0.5f, postfx_aberration), |
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vec4(0), |
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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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vec4(0.0f, 4.0f, 0.50f, noise_offset.y), |
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vec4(0.0f, 1.0f, 0.05f, noise_noise), |
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vec4(0.0f, 0.5f, 0.25f, noise_noise), |
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vec4(0.0f, 0.2f, 0.01f, noise_retrace.x), |
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vec4(0.0f, 8.0f, 0.50f, noise_retrace.y), |
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vec4(0.0f, 4.0f, 0.25f, noise_retrace.z), |
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vec4(0), |
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vec4(0), |
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vec4(0), /* ghost */ |
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vec4(-0.5f, 0.5f, 0.01f, postfx_ghost1.x), |
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vec4(-0.5f, 0.5f, 0.01f, postfx_ghost1.y), |
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@@ -338,10 +338,11 @@ void Render::UpdateVar() |
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postfx_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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postfx_aberration = setup_var[k].w; k++; |
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k += 2; /* 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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noise_retrace = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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k += 3; /* ghost */ |
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k += 2; /* ghost */ |
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postfx_ghost1 = 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_ghost2 = 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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k += 1; /* moire */ |
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