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@@ -88,7 +88,7 @@ float beat_speed = 2.0f; // speed |
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float value, angle, radius, scale, speed; |
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float value, angle, radius, scale, speed; |
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/* shader variable */ |
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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 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 remanency(0.6f,0.4f); // remanency [source mix,buffer mix] |
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vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix] |
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vec2 glow_mix(0.7f,0.3f); // 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_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 glow_small(1.5f,0.0f); // small glow radius [center,corner] |
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@@ -100,10 +100,10 @@ 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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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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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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vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] |
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float postfx_vignetting = 0.0f; // vignetting strength |
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float postfx_vignetting = 0.5f; // vignetting strength |
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float postfx_aberration = 4.0f; // chromatic aberration |
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float postfx_aberration = 4.0f; // chromatic aberration |
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vec4 postfx_ghost1(0.01f,0.0f,0.0f,-0.15f); // ghost picture 1 [position x,position y,position z,strength] |
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vec4 postfx_ghost2(0.02f,0.0f,0.0f,0.15f); // ghost picture 2 [position x,position y,position z,strength] |
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vec4 postfx_ghost1(1.0f,0.0f,0.0f,-0.25f); // ghost picture 1 [position x,position y,position z,strength] |
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vec4 postfx_ghost2(1.5f,0.0f,0.0f,0.25f); // 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_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_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,0.0f,0.0f,0.0f); // 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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@@ -290,12 +290,12 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4(0.0f, 4.0f, 0.25f, noise_retrace.z), |
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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), /* 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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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.x), |
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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.y), |
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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.z), |
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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.z), |
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vec4(-1.0f, 1.0f, 0.05f, postfx_ghost1.w), |
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vec4(-1.0f, 1.0f, 0.05f, postfx_ghost1.w), |
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vec4(-0.5f, 0.5f, 0.01f, postfx_ghost2.x), |
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vec4(-0.5f, 0.5f, 0.01f, postfx_ghost2.y), |
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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.x), |
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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.y), |
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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.z), |
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vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.z), |
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vec4(-1.0f, 1.0f, 0.05f, postfx_ghost2.w), |
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vec4(-1.0f, 1.0f, 0.05f, postfx_ghost2.w), |
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vec4(0), /* moire */ |
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vec4(0), /* moire */ |
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