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@@ -157,7 +157,6 @@ char const *setup_text[]={ |
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"", |
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"", |
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"remanence", |
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"enable", |
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"buffer new frame", |
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"buffer old frame", |
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"source mix", |
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@@ -165,8 +164,8 @@ char const *setup_text[]={ |
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"", |
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"", |
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"", |
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"", |
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"glow", |
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"enable", |
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"source mix", |
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"glow mix", |
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"large center", |
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@@ -174,8 +173,8 @@ char const *setup_text[]={ |
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"small center", |
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"small corner", |
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"", |
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"", |
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"blur", |
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"enable", |
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"blur center", |
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"blur corner", |
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"", |
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@@ -183,8 +182,8 @@ char const *setup_text[]={ |
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"", |
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"", |
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"", |
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"", |
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"screen", |
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"enable", |
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"deform ratio", |
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"zoom base", |
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"corner width", |
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@@ -192,8 +191,8 @@ char const *setup_text[]={ |
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"corner blur", |
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"vignetting", |
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"", |
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"", |
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"copper", |
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"enable", |
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"base", |
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"variable", |
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"repeat", |
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@@ -201,6 +200,7 @@ char const *setup_text[]={ |
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"color r", |
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"color g", |
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"color b", |
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"", |
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"color", |
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"filter red", |
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"filter green", |
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@@ -211,7 +211,6 @@ char const *setup_text[]={ |
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"grayscale", |
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"aberration", |
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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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@@ -219,6 +218,7 @@ 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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@@ -274,14 +274,15 @@ char const *setup_text[]={ |
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"", |
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"", |
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"radial", |
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"enable", |
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"distance", |
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"fade ratio", |
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"iteration", |
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"strength", |
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"", |
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"", |
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"" |
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"", |
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"", |
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"" |
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}; |
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vec4 setup_conf[]={ // setup variable [start,end,step,value] |
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@@ -295,7 +296,6 @@ vec4(0), /* main */ |
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vec4(0), |
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vec4(0), |
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vec4(0), /* remanence */ |
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vec4(0, 1, 1, 1), |
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vec4(0.0f, 1.0f, 0.1f, 0), // buffer.x |
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vec4(0.0f, 1.0f, 0.1f, 0), // buffer.y |
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vec4(0.0f, 1.0f, 0.1f, 0), // remanence.x |
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@@ -303,8 +303,8 @@ vec4(0), /* remanence */ |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), /* glow */ |
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vec4(0, 1, 1, 1), |
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vec4(0.0f, 1.0f, 0.1f, 0), // glow_mix.x |
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vec4(0.0f, 1.0f, 0.1f, 0), // glow_mix.y |
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vec4(0.0f, 4.0f, 0.1f, 0), // glow_large.x |
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@@ -312,8 +312,8 @@ vec4(0), /* glow */ |
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vec4(0.0f, 2.0f, 0.1f, 0), // glow_small.x |
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vec4(0.0f, 2.0f, 0.1f, 0), // glow_small.y |
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vec4(0), |
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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, 2, 0.05f, 0), // blur.x |
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vec4(0, 2, 0.05f, 0), // blur.y |
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vec4(0), |
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@@ -321,8 +321,8 @@ vec4(0), /* blur */ |
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vec4(0), |
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vec4(0), |
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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, 0), // postfx_deform.x |
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vec4(0.2f, 0.7f, 0.01f, 0), // postfx_deform.y |
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vec4(0.0f, 4.0f, 0.10f, 0), // postfx_corner.x |
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@@ -330,8 +330,8 @@ vec4(0), /* screen */ |
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vec4(0.8f, 1.0f, 0.01f, 0), // postfx_corner.z |
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vec4(0.0f, 1.0f, 0.10f, 0), // postfx_vignetting |
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vec4(0), |
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vec4(0), |
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vec4(0), /* copper */ |
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vec4(0, 1, 1, 1), |
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vec4(0.0f, 1.0f, 0.05f, 0), // copper_copper.x |
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vec4(0.0f, 1.0f, 0.05f, 0), // copper_copper.y |
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vec4(0.0f, 1.0f, 0.02f, 0), // copper_copper.z |
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@@ -339,6 +339,7 @@ vec4(0), /* copper */ |
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vec4(0.0f, 4.0f, 0.25f, 0), // copper_mask_color.x |
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vec4(0.0f, 4.0f, 0.25f, 0), // copper_mask_color.y |
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vec4(0.0f, 4.0f, 0.25f, 0), // copper_mask_color.z |
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vec4(0), |
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vec4(0), /* color */ |
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vec4( 0.0f, 1.0f, 0.05f, 0), // color_filter.x |
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vec4( 0.0f, 1.0f, 0.05f, 0), // color_filter.y |
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@@ -349,7 +350,6 @@ vec4(0), /* color */ |
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vec4( 0.0f, 1.0f, 0.05f, 0), // color_color.w |
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vec4( 0.0f, 8.0f, 0.50f, 0), // 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, 0), // noise_offset.x |
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vec4(0.0f, 4.0f, 0.50f, 0), // noise_offset.y |
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vec4(0.0f, 0.5f, 0.05f, 0), // noise_noise |
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@@ -357,6 +357,7 @@ vec4(0), /* noise */ |
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vec4(0.0f, 8.0f, 0.50f, 0), // noise_retrace.y |
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vec4(0.0f, 4.0f, 0.25f, 0), // 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(-2.0f, 2.0f, 0.10f, 0), // postfx_ghost1.x |
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vec4(-2.0f, 2.0f, 0.10f, 0), // postfx_ghost1.y |
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@@ -387,23 +388,22 @@ vec4(0), /* glass */ |
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vec4(0), /* moire */ |
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vec4( 0.5f, 1.0f, 0.05f, 0), // postfx_moire_h.x |
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vec4(-0.5f, 0.5f, 0.05f, 0), // postfx_moire_h.y |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_moire_h.z |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_moire_h.w |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_moire_h.z |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_moire_h.w |
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vec4( 0.5f, 1.0f, 0.05f, 0), // postfx_moire_v.x |
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vec4(-0.5f, 0.5f, 0.05f, 0), // postfx_moire_v.y |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_moire_v.z |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_moire_v.w |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_moire_v.z |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_moire_v.w |
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vec4(0), /* scanline */ |
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vec4( 0.5f, 1.0f, 0.05f, 0), // postfx_scanline_h.x |
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vec4(-0.5f, 0.5f, 0.05f, 0), // postfx_scanline_h.y |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_scanline_h.z |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_scanline_h.w |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_scanline_h.z |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_scanline_h.w |
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vec4( 0.5f, 1.0f, 0.05f, 0), // postfx_scanline_v.x |
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vec4(-0.5f, 0.5f, 0.05f, 0), // postfx_scanline_v.y |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_scanline_v.z |
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vec4( 0.0f, 4.0f, 0.50f, 0), // postfx_scanline_v.w |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_scanline_v.z |
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vec4( 0.0f, 1.0f, 0.05f, 0), // postfx_scanline_v.w |
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vec4(0), /* mirror */ |
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vec4(0, 1, 1, 1), |
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vec4(0.0f, 2.0f, 0.05f, 0), // mirror.x |
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vec4(0.0f, 2.0f, 0.05f, 0), // mirror.y |
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vec4(0.0f, 1.0f, 0.05f, 0), // mirror.z |
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@@ -411,8 +411,8 @@ vec4(0), /* mirror */ |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), /* radial blur */ |
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vec4(0, 1, 1, 1), |
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vec4(2.0f, 8.0f, 0.25f, 0), // radial.x |
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vec4(0.8f, 1.0f, 0.01f, 0), // radial.y |
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vec4(2.0f,32.0f, 2.00f, 0), // radial.z |
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@@ -420,6 +420,7 @@ vec4(0), /* radial blur */ |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0) /* ? */ |
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}; |
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@@ -430,45 +431,40 @@ float theme_var[]={ |
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0,0, // border |
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0,0,0,0, |
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0, |
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1, // m_shader_remanence |
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1.0f,0.8f, // buffer |
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0.0f,0.0f, // remanence |
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0,0,0, |
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0,0,0,0, |
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0, |
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1, // m_shader_glow |
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0.5f,0.0f, // glow_mix |
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0.0f,0.0f, // glow_large |
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0.0f,0.0f, // glow_small |
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0, |
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0,0, |
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0, |
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1, // m_shader_blur |
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0.0f,0.0f, // blur |
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0,0,0,0,0, |
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0,0,0,0,0,0, |
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0, |
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1, // m_shader_postfx |
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0.0f,0.5f, // postfx_deform |
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0.0f,1.0f,1.0f, // postfx_corner |
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0.0f, // postfx_vignetting |
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0, |
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0,0, |
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0, |
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1, // m_shader_copper |
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0.75f,0.25f,0.42f,4.0f, // copper_copper |
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4.0f,4.0f,4.0f, // copper_mask_color |
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0, |
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0, |
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1.0f,1.0f,1.0f, // color_filter |
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1.0f,1.0f,0.0f,0.0f, // color_color |
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0.0f, // postfx_aberration |
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0, |
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1, // m_shader_noise |
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0.0f,0.0f, // noise_offset |
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0.0f, // noise_noise |
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0.0f,0.0f,0.0f, // noise_retrace |
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0, |
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0,0, |
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0, |
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0.0f,0.0f,0.0f,0.0f, // postfx_ghost1 |
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0.0f,0.0f,0.0f,0.0f, // postfx_ghost2 |
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0, |
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0.5f,0.0f,0.0f , // postfx_gradient |
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0.5f,0.0f,0.0f, // postfx_gradient |
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0.0f,0.0f,0.0f, // postfx_gradient_color |
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0,0, |
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0, |
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@@ -481,53 +477,46 @@ float theme_var[]={ |
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1.0f,0.0f,0.0f,0.0f, // postfx_scanline_h |
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1.0f,0.0f,0.0f,0.0f, // postfx_scanline_v |
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0, |
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1, // m_shader_mirror |
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0.0f,0.0f,0.0f,1.0f, // mirror |
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0,0,0, |
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0,0,0,0, |
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0, |
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1, // m_shader_radial |
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4.0f,0.9f,1,0.0f, // radial |
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0,0,0, |
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0,0,0,0, |
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/* crt */ |
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0, |
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2,3, // ratio_2d |
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2,1, // border |
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0,0,0,0, |
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0, |
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1, // m_shader_remanence |
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0.2f,0.8f, // buffer |
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0.6f,0.4f, // remanence |
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0,0,0, |
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0,0,0,0, |
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0, |
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1, // m_shader_glow |
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0.7f,0.3f, // glow_mix |
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3.0f,0.0f, // glow_large |
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1.5f,0.0f, // glow_small |
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0, |
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0,0, |
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0, |
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1, // m_shader_blur |
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0.5f,0.0f, // blur |
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0,0,0,0,0, |
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0,0,0,0,0,0, |
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0, |
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1, // m_shader_postfx |
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0.8f,0.48f, // postfx_deform |
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0.0f,0.8f,0.96f, // postfx_corner |
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0.5f, // postfx_vignetting |
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0, |
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0,0, |
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0, |
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1, // m_shader_copper |
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0.75f,0.25f,0.42f,4.0f, // copper_copper |
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4.0f,4.0f,4.0f, // copper_mask_color |
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0, |
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0, |
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0.9f,0.95f,0.85f, // color_filter |
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1.0f,1.25f,0.1f,0.4f, // color_color |
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4.0f, // postfx_aberration |
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0, |
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1, // m_shader_noise |
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1.0f,1.0f, // noise_offset |
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0.15f, // noise_noise |
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1.0f,1.0f,0.5f, // noise_retrace |
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0, |
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0,0, |
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0, |
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1.0f,0.0f,0.0f,-0.25f, // postfx_ghost1 |
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1.5f,0.0f,0.0f,0.25f, // postfx_ghost2 |
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@@ -539,59 +528,52 @@ float theme_var[]={ |
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8.0f,0.25f,0.75f,0.2f, // postfx_glass |
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0,0,0,0, |
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0, |
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0.75f,-0.25f,0.0f,1.0f, // postfx_moire_h |
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0.75f,-0.25f,1.0f,2.0f, // postfx_moire_v |
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0.75f,0.0f,0.0f,0.0f, // postfx_moire_h |
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0.75f,-0.25f,0.25f,0.5f, // postfx_moire_v |
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0, |
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1.0f,0.0f,0.0f,0.0f, // postfx_scanline_h |
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0.75f,-0.25f,2.0f,0.0f, // postfx_scanline_v |
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0.75f,-0.25f,0.5f,0.0f, // postfx_scanline_v |
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0, |
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1, // m_shader_mirror |
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0.95f,0.9f,0.5f,4.0f, // mirror |
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0,0,0, |
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0,0,0,0, |
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0, |
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1, // m_shader_radial |
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4.0f,0.9f,16,0.25f, // radial |
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0,0,0, |
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/* green screen */ |
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0,0,0,0, |
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/* amber screen */ |
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0, |
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2,4, // ratio_2d |
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1,0, // border |
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0,0,0,0, |
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0, |
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1, // m_shader_remanence |
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0.2f,0.8f, // buffer |
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0.6f,0.4f, // remanence |
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0,0,0, |
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0,0,0,0, |
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0, |
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1, // m_shader_glow |
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0.4f,0.6f, // glow_mix |
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4.0f,0.0f, // glow_large |
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2.0f,0.0f, // glow_small |
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0, |
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0,0, |
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0, |
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1, // m_shader_blur |
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0.5f,0.0f, // blur |
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0,0,0,0,0, |
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0,0,0,0,0,0, |
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0, |
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1, // m_shader_postfx |
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0.7f,0.5f, // postfx_deform |
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0.0f,0.85f,0.98f, // postfx_corner |
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0.5f, // postfx_vignetting |
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0, |
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0,0, |
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0, |
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1, // m_shader_copper |
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0.75f,0.25f,0.42f,4.0f, // copper_copper |
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4.0f,4.0f,4.0f, // copper_mask_color |
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0, |
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0, |
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1.0f,0.75f,0.0f, // color_filter |
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1.0f,1.25f,0.2f,1.0f, // color_color |
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1.5f, // postfx_aberration |
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0, |
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1, // m_shader_noise |
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1.0f,0.0f, // noise_offset |
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0.25f, // noise_noise |
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1.0f,2.0f,2.0f, // noise_retrace |
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0, |
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0,0, |
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0, |
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1.0f,0.0f,0.0f,-0.25f, // postfx_ghost1 |
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1.5f,0.0f,0.0f,0.25f, // postfx_ghost2 |
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@@ -606,56 +588,49 @@ float theme_var[]={ |
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1.0f,0.0f,0.0f,0.0f, // postfx_moire_h |
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1.0f,0.0f,0.0f,0.0f, // postfx_moire_v |
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0, |
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0.6f,0.4f,3.5f,0.0f, // postfx_scanline_h |
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0.9f,0.1f,2.5f,0.0f, // postfx_scanline_v |
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0.6f,0.4f,1.0f,0.0f, // postfx_scanline_h |
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0.9f,0.1f,0.75f,0.0f, // postfx_scanline_v |
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0, |
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1, // m_shader_mirror |
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0.6f,0.6f,0.5f,4.0f, // mirror |
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0,0,0, |
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0,0,0,0, |
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0, |
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1, // m_shader_radial |
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4.0f,0.84f,16,0.25f, // radial |
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0,0,0, |
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0,0,0,0, |
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/* lcd */ |
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0, |
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2,2, // ratio_2d |
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1,1, // border |
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0,0,0,0, |
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0, |
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1, // m_shader_remanence |
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0.2f,0.8f, // buffer |
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0.2f,0.8f, // remanence |
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0,0,0, |
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0.4f,0.6f, // buffer |
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0.4f,0.6f, // remanence |
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0,0,0,0, |
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0, |
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1, // m_shader_glow |
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0.6f,0.4f, // glow_mix |
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3.0f,0.0f, // glow_large |
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1.5f,0.0f, // glow_small |
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0, |
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0.5f,0.5f, // glow_mix |
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2.4f,0.0f, // glow_large |
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1.2f,0.0f, // glow_small |
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0,0, |
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0, |
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1, // m_shader_blur |
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0.25f,0.0f, // blur |
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0,0,0,0,0, |
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0,0,0,0,0,0, |
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0, |
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1, // m_shader_postfx |
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0.0f,0.5f, // postfx_deform |
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0.0f,1.0f,1.0f, // postfx_corner |
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0.0f, // postfx_vignetting |
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0, |
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0,0, |
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0, |
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1, // m_shader_copper |
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0.75f,0.25f,0.42f,4.0f, // copper_copper |
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4.0f,4.0f,4.0f, // copper_mask_color |
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0, |
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0, |
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1.0f,1.0f,0.9f, // color_filter |
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0.9f,1.1f,0.1f,0.0f, // color_color |
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3.0f, // postfx_aberration |
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1.0f,1.15f,0.1f,0.25f, // color_color |
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2.0f, // postfx_aberration |
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0, |
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1, // m_shader_noise |
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0.0f,0.0f, // noise_offset |
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0.15f, // noise_noise |
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0.0f,0.0f,0.0f, // noise_retrace |
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0, |
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0,0, |
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0, |
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0.0f,0.0f,0.0f,0.0f, // postfx_ghost1 |
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0.0f,0.0f,0.0f,0.0f, // postfx_ghost2 |
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@@ -670,16 +645,14 @@ float theme_var[]={ |
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1.0f,0.0f,0.0f,0.0f, // postfx_moire_h |
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1.0f,0.0f,0.0f,0.0f, // postfx_moire_v |
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0, |
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0.85f,0.15f,2.0f,0.0f, // postfx_scanline_h |
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0.85f,0.15f,2.0f,0.0f, // postfx_scanline_v |
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0.80f,0.2f,0.75f,0.0f, // postfx_scanline_h |
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0.80f,0.2f,0.75f,0.0f, // postfx_scanline_v |
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0, |
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1, // m_shader_mirror |
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0.0f,0.0f,0.0f,1.0f, // mirror |
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0,0,0, |
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0,0,0,0, |
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0, |
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1, // m_shader_radial |
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4.0f,0.9f,1,0.0f, // radial |
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0,0,0, |
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0,0,0,0, |
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/* granpa tv */ |
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/* intex system 4000 */ |
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0}; |
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@@ -690,36 +663,30 @@ void Render::InitShaderVar() |
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ratio_2d = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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border = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 5; /* remanence */ |
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m_shader_remanence = (theme_var[k] == 1) ? true : false; k++; |
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buffer = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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remanence = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 4; /* glow */ |
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m_shader_glow = (theme_var[k] == 1) ? true : false; k++; |
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k += 5; /* glow */ |
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glow_mix = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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glow_large = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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glow_small = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 2; /* blur */ |
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m_shader_blur = (theme_var[k] == 1) ? true : false; k++; |
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k += 3; /* blur */ |
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blur = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 6; /* screen */ |
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m_shader_postfx = (theme_var[k] == 1) ? true : false; k++; |
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k += 7; /* screen */ |
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postfx_deform = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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postfx_corner = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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postfx_vignetting = theme_var[k]; k++; |
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k += 2; /* copper */ |
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m_shader_copper = (theme_var[k] == 1) ? true : false; k++; |
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k += 3; /* copper */ |
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copper_copper = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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copper_mask_color = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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k += 1; /* color */ |
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k += 2; /* color */ |
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color_filter = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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color_color = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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postfx_aberration = theme_var[k]; k++; |
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k += 1; /* noise */ |
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m_shader_noise = (theme_var[k] == 1) ? true : false; k++; |
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noise_offset = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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noise_noise = theme_var[k]; k++; |
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noise_retrace = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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k += 2; /* ghost */ |
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k += 3; /* ghost */ |
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postfx_ghost1 = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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postfx_ghost2 = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 1; /* gradient */ |
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@@ -734,10 +701,8 @@ void Render::InitShaderVar() |
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postfx_scanline_h = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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postfx_scanline_v = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 1; /* mirror */ |
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m_shader_mirror = (theme_var[k] == 1) ? true : false; k++; |
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mirror = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 4; /* radial blur */ |
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m_shader_radial = (theme_var[k] == 1) ? true : false; k++; |
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k += 5; /* radial blur */ |
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radial = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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} |
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@@ -950,13 +915,13 @@ Render::Render(caca_canvas_t *caca) |
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m_ready(false), |
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m_pause(false), |
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m_shader(true), |
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m_shader_remanence(true), |
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m_shader_glow(true), |
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m_shader_blur(true), |
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m_shader_remanence(true), |
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m_shader_postfx(true), |
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m_shader_copper(true), |
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m_shader_color(true), |
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m_shader_noise(true), |
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m_shader_postfx(true), |
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m_shader_mirror(true), |
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m_shader_radial(true) |
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{ |
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@@ -1081,13 +1046,13 @@ void Render::TickDraw(float seconds) |
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} |
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if (Input::WasPressed(Key::F2)) |
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{ |
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m_shader_remanence = !m_shader_remanence; |
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m_shader_glow = !m_shader_glow; |
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m_shader_blur = !m_shader_blur; |
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m_shader_remanence = !m_shader_remanence; |
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m_shader_postfx = !m_shader_postfx; |
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//m_shader_copper = !m_shader_copper; |
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m_shader_color = !m_shader_color; |
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m_shader_noise = !m_shader_noise; |
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m_shader_postfx = !m_shader_postfx; |
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m_shader_mirror = !m_shader_mirror; |
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m_shader_radial = !m_shader_radial; |
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} |
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@@ -1638,17 +1603,17 @@ void Render::Draw3D() |
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shader_postfx->SetUniform(shader_postfx_ratio_2d, (vec2)ratio_2d / 2); |
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shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
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shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
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shader_postfx->SetUniform(shader_postfx_ghost1, vec4(postfx_ghost1.x * 0.01, postfx_ghost1.y * 0.01, postfx_ghost1.z * 0.01, postfx_ghost1.w)); |
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shader_postfx->SetUniform(shader_postfx_ghost2, vec4(postfx_ghost2.x * 0.01, postfx_ghost2.y * 0.01, postfx_ghost2.z * 0.01, postfx_ghost2.w)); |
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shader_postfx->SetUniform(shader_postfx_glass, vec4(postfx_glass.x * 0.01, postfx_glass.y * 0.01, postfx_glass.z * 0.1, postfx_glass.w)); |
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shader_postfx->SetUniform(shader_postfx_ghost1, vec4(postfx_ghost1.xyz * 0.01, postfx_ghost1.w)); |
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shader_postfx->SetUniform(shader_postfx_ghost2, vec4(postfx_ghost2.xyz * 0.01, postfx_ghost2.w)); |
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shader_postfx->SetUniform(shader_postfx_glass, vec4(postfx_glass.xy * 0.01, postfx_glass.z * 0.1, postfx_glass.w)); |
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shader_postfx->SetUniform(shader_postfx_gradient, postfx_gradient); |
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shader_postfx->SetUniform(shader_postfx_gradient_color, postfx_gradient_color); |
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shader_postfx->SetUniform(shader_postfx_vignetting, postfx_vignetting); |
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shader_postfx->SetUniform(shader_postfx_aberration, postfx_aberration); |
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shader_postfx->SetUniform(shader_postfx_moire_h, postfx_moire_h); |
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shader_postfx->SetUniform(shader_postfx_moire_v, postfx_moire_v); |
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shader_postfx->SetUniform(shader_postfx_scanline_h, postfx_scanline_h); |
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shader_postfx->SetUniform(shader_postfx_scanline_v, postfx_scanline_v); |
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shader_postfx->SetUniform(shader_postfx_moire_h, vec4(postfx_moire_h.xyz, postfx_moire_h.w * 2 * M_PI)); |
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shader_postfx->SetUniform(shader_postfx_moire_v, vec4(postfx_moire_v.xyz, postfx_moire_v.w * 2 * M_PI)); |
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shader_postfx->SetUniform(shader_postfx_scanline_h, vec4(postfx_scanline_h.xyz, postfx_scanline_h.w * 2 * M_PI)); |
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shader_postfx->SetUniform(shader_postfx_scanline_v, vec4(postfx_scanline_v.xyz, postfx_scanline_v.w * 2 * M_PI)); |
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shader_postfx->SetUniform(shader_postfx_corner, postfx_corner); |
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shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(sync_value * cosf((main_angle - sync_angle) * 6.0f))); |
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shader_postfx->SetUniform(shader_postfx_beat, (float)fabs(beat_value * cosf((main_angle - beat_angle) * 6.0f))); |
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