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NEERCS: fixed problems with color

master
rez Sam Hocevar <sam@hocevar.net> il y a 12 ans
Parent
révision
be86b0705b
3 fichiers modifiés avec 7 ajouts et 7 suppressions
  1. +1
    -1
      neercs/video/color.lolfx
  2. +5
    -5
      neercs/video/render.cpp
  3. +1
    -1
      neercs/video/text.lolfx

+ 1
- 1
neercs/video/color.lolfx Voir le fichier

@@ -26,7 +26,7 @@ void main(void)
float a=(c.x+c.y+c.z)/3.0;
c=mix(c,vec3(a),color.w); // grayscale
c*=filter; // filter
c+=color.z; // level
c+=color.z*0.1; // level
c*=color.x; // brightness
c=0.5+(c-0.5)*color.y; // contrast
c+=flash; // flash


+ 5
- 5
neercs/video/render.cpp Voir le fichier

@@ -89,21 +89,21 @@ float value, angle, radius, scale, speed;
/* shader variable */
vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix]
vec2 remanency(0.5f,0.5f); // remanency [source mix,buffer mix]
vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix]
vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix]
vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner]
vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner]
vec2 blur(0.5f,0.0f); // blur radius [center,corner]
vec4 copper(0.125,0.125,32,64); // copper [base,variable,repeat x,repeat y]
vec3 color_filter(0.9f,0.9f,1.0f); // color filter [red,green,blue]
vec4 color_color(1.25f,1.0f,0.0f,0.35f); // color modifier [brightness,contrast,level,grayscale]
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
vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed]
vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom]
float postfx_vignetting = 0.0f; // vignetting strength
float postfx_aberration = 4.0f; // chromatic aberration
vec4 postfx_ghost1(0.0f,0.0f,-2.0f,-0.15f); // ghost picture 1 [position x,position y,position z,strength]
vec4 postfx_ghost2(0.0f,0.0f,2.0f,0.15f); // ghost picture 2 [position x,position y,position z,strength]
vec4 postfx_ghost1(0.01f,0.0f,0.0f,-0.15f); // ghost picture 1 [position x,position y,position z,strength]
vec4 postfx_ghost2(0.02f,0.0f,0.0f,0.15f); // 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]
@@ -550,7 +550,7 @@ Render::Render(caca_canvas_t *caca)
m_shader_glow(true),
m_shader_blur(true),
m_shader_remanency(true),
m_shader_copper(true),
m_shader_copper(false),
m_shader_color(true),
m_shader_noise(true),
m_shader_postfx(true)


+ 1
- 1
neercs/video/text.lolfx Voir le fichier

@@ -50,7 +50,7 @@ void main()
float H = 1.0;
#endif

pass_Background = vec4(B, C, D, 1.0 - A);
pass_Background = vec4(0.125, 0.125, 0.125, 1.0 - A);//vec4(B, C, D, 1.0 - A);
pass_Foreground = vec4(F, G, H, 1.0 - E);
if (B + C + D < 0.01) A = 1.0;
if (F + G + H < 0.01) E = 1.0;


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