|
@@ -89,21 +89,21 @@ float value, angle, radius, scale, speed; |
|
|
/* shader variable */ |
|
|
/* shader variable */ |
|
|
vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix] |
|
|
vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix] |
|
|
vec2 remanency(0.5f,0.5f); // remanency [source mix,buffer 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_large(3.0f,0.0f); // large glow radius [center,corner] |
|
|
vec2 glow_small(1.5f,0.0f); // small 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] |
|
|
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] |
|
|
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] |
|
|
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] |
|
|
vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical] |
|
|
float noise_noise = 0.25f; // noise |
|
|
float noise_noise = 0.25f; // noise |
|
|
vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
|
|
vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
|
|
vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] |
|
|
vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] |
|
|
float postfx_vignetting = 0.0f; // vignetting strength |
|
|
float postfx_vignetting = 0.0f; // vignetting strength |
|
|
float postfx_aberration = 4.0f; // chromatic aberration |
|
|
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_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_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(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_glow(true), |
|
|
m_shader_blur(true), |
|
|
m_shader_blur(true), |
|
|
m_shader_remanency(true), |
|
|
m_shader_remanency(true), |
|
|
m_shader_copper(true), |
|
|
|
|
|
|
|
|
m_shader_copper(false), |
|
|
m_shader_color(true), |
|
|
m_shader_color(true), |
|
|
m_shader_noise(true), |
|
|
m_shader_noise(true), |
|
|
m_shader_postfx(true) |
|
|
m_shader_postfx(true) |
|
|