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@@ -94,7 +94,7 @@ float beat_speed = 2.0f; // speed |
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/* common variable */ |
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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 buffer(0.2f,0.8f); // [new frame mix,old frame mix] |
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vec2 remanence(0.6f,0.4f); // remanence [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_large(3.0f,0.0f); // large glow radius [center,corner] |
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@@ -103,7 +103,7 @@ vec2 blur(0.5f,0.0f); // blur radius [center,corner] |
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vec4 copper_copper(0.75f,0.25f,0.42f,4.0f); // copper [base,variable,repeat,color cycle] |
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vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue] |
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vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue] |
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vec4 color_color(1.0f,1.25f,0.0f,0.35f); // color modifier [brightness,contrast,level,grayscale] |
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vec4 color_color(1.0f,1.25f,0.1f,0.4f); // color modifier [brightness,contrast,level,grayscale] |
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vec2 noise_offset(1.0f,1.0f); // random line [horizontal,vertical] |
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float noise_noise = 0.15f; // noise |
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vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
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@@ -117,8 +117,8 @@ vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variab |
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vec4 postfx_scanline_h(1.0f,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,0.8f,0.96f); // corner [width,radius,blur] |
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vec4 mirror(0.95f,0.9f,0.4f,3.0f); // mirror [width,height,strength,ratio] |
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vec4 radial(3.0f,0.9f,16,0.5f); // radial [distance,fade ratio,iteration,strength] |
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vec4 mirror(0.95f,0.9f,0.4f,4.0f); // mirror [width,height,strength,ratio] |
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vec4 radial(4.0f,0.9f,16,0.5f); // radial [distance,fade ratio,iteration,strength] |
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/* text variable */ |
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ivec2 ratio_2d(2,3); // 2d ratio |
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ivec2 map_size(256,256); // texture map size |
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