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neercs: lowered noise effect

master
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9fdf190a6b
3 ändrade filer med 19 tillägg och 20 borttagningar
  1. +11
    -11
      neercs/video/noise.lolfx
  2. +7
    -8
      neercs/video/render.cpp
  3. +1
    -1
      neercs/video/text-render.cpp

+ 11
- 11
neercs/video/noise.lolfx Visa fil

@@ -4,8 +4,8 @@

void main()
{
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position=gl_Vertex;
gl_TexCoord[0]=gl_MultiTexCoord0;
}

[frag.glsl]
@@ -21,19 +21,19 @@ uniform vec3 retrace;

float rand(in vec2 p,in float t,in float v)
{
return fract(sin(dot(p+mod(t,2.0),vec2(12.9898,78.2333)))*v);
return fract(sin(dot(p+mod(t,1.0),vec2(12.9898,78.2333)))*v);
}

void main(void)
{
vec2 p = gl_FragCoord.xy/screen_size.xy;
vec2 p=gl_FragCoord.xy/screen_size.xy;

float r1 = rand(p,time,43758.5453);
float r2 = rand(p,time,70425.2854);
vec2 o = (offset-offset*2.0*r1)/screen_size;
float r1=rand(p,time,43758.5453);
float r2=rand(p,time,70425.2854);
vec2 o=(offset-offset*2.0*r1)/screen_size;

vec3 c = texture2D(texture,p+o).xyz; // offset
c *= 1.0+(noise-noise*2.0*r1); // noise
c -= retrace.x*0.01*mod(p.y*retrace.y+time*retrace.z,1.0); // retrace
gl_FragColor = vec4(c,1.0);
vec3 c=texture2D(texture,p+o).xyz; // offset
c*=1.0+(noise-noise*2.0*r1); // noise
c-=retrace.x*0.01*mod(p.y*retrace.y+time*retrace.z,1.0); // retrace
gl_FragColor=vec4(c,1.0);
}

+ 7
- 8
neercs/video/render.cpp Visa fil

@@ -102,9 +102,9 @@ vec2 blur(0.5f,0.0f); // blur radius [center,corner]
vec4 copper_copper(0.75f,0.25f,0.42f,4.0f); // copper [base,variable,repeat,color cycle]
vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue]
vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue]
vec4 color_color(1.5f,1.2f,0.1f,0.35f); // color modifier [brightness,contrast,level,grayscale]
vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical]
float noise_noise = 0.25f; // noise
vec4 color_color(1.4f,1.2f,0.1f,0.35f); // color modifier [brightness,contrast,level,grayscale]
vec2 noise_offset(1.0f,1.0f); // random line [horizontal,vertical]
float noise_noise = 0.15f; // noise
vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed]
vec2 postfx_deform(0.8f,0.52f); // deformation [ratio,zoom]
float postfx_vignetting = 0.5f; // vignetting strength
@@ -113,18 +113,17 @@ vec4 postfx_ghost1(1.0f,0.0f,0.0f,-0.25f); // ghost picture 1 [position x,p
vec4 postfx_ghost2(1.5f,0.0f,0.0f,0.25f); // ghost picture 2 [position x,position y,position z,strength]
vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat,shift]
vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat,shift]
vec4 postfx_scanline_h(0.75f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift]
vec4 postfx_scanline_h(1.0f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift]
vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift]
vec3 postfx_corner(0.0f,0.8f,0.96f); // corner [width,radius,blur]
vec4 mirror(0.6f,0.6f,0.25f,3.0f); // mirror [width,height,strength,ratio]
vec4 mirror(0.6f,0.6f,0.4f,4.0f); // mirror [width,height,strength,ratio]
/* text variable */
ivec2 ratio_2d(3,3); // 2d ratio
ivec2 ratio_2d(2,3); // 2d ratio
ivec2 map_size(256,256); // texture map size
ivec2 font_size(8,8); // font size
ivec2 canvas_char(0,0); // canvas char number
ivec2 canvas_size(0,0); // caca size
/* window variable */
ivec2 border = vec2(1,1) * ratio_2d * font_size; // border width
ivec2 border(2 * ratio_2d.x * font_size.x,1 * ratio_2d.x * font_size.y); // border width
/* setup variable */
bool setup_switch = false; // switch [option/item]
int setup_n = 0; // item/option number


+ 1
- 1
neercs/video/text-render.cpp Visa fil

@@ -40,7 +40,7 @@ TextRender::TextRender(caca_canvas_t *caca, ivec2 font_size)

void TextRender::Init()
{
m_font = new TileSet("tools/neercs/video/resource/charset_dos.png",
m_font = new TileSet("tools/neercs/video/resource/charset_p0t-noodle.png",
ivec2(256, 256), ivec2(1));

m_shader = Shader::Create(lolfx_text);


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