From cb97625e10cbcfee14fc2d2e07ee3cbdccd775e7 Mon Sep 17 00:00:00 2001 From: rez Date: Mon, 10 Sep 2012 23:09:35 +0000 Subject: [PATCH] NEERCS: updated theme (more readable screen) --- neercs/video/postfx.lolfx | 3 ++- neercs/video/render.cpp | 30 +++++++++++++++++++++--------- 2 files changed, 23 insertions(+), 10 deletions(-) diff --git a/neercs/video/postfx.lolfx b/neercs/video/postfx.lolfx index 17a46a3..55b6b7d 100644 --- a/neercs/video/postfx.lolfx +++ b/neercs/video/postfx.lolfx @@ -26,10 +26,11 @@ uniform vec4 scanline_h; uniform vec4 scanline_v; uniform vec3 corner; uniform float sync; +uniform float beat; vec2 screen(in vec2 p,in float radius) { - float d=deform.x+sync*0.0625; + float d=deform.x+sync*0.0625+beat*0.0375; return p*(1.5-(radius*cos(p.x*d)+radius*cos(p.y*d)))-0.5; } diff --git a/neercs/video/render.cpp b/neercs/video/render.cpp index 239995d..285b9ca 100644 --- a/neercs/video/render.cpp +++ b/neercs/video/render.cpp @@ -95,15 +95,15 @@ vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] vec2 blur(0.5f,0.5f); // 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] -vec3 color_color(1.2f,1.1f,0.25f); // color modifier [brightness,contrast,grayscale] +vec3 color_color(1.0f,1.0f,0.40f); // color modifier [brightness,contrast,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 = -0.5f; // vignetting strength float postfx_aberration = 3.0f; // chromatic aberration -vec4 postfx_ghost1(0.01f,0.0f,0.1f,-0.25f); // ghost picture 1 [position x,position y,position z,strength] -vec4 postfx_ghost2(0.02f,0.0f,0.1f,0.25f); // ghost picture 2 [position x,position y,position z,strength] +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_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat x,repeat y] vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat x,repeat y] vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat x,repeat y] @@ -434,7 +434,8 @@ ShaderUniform shader_postfx_texture, shader_postfx_scanline_h, shader_postfx_scanline_v, shader_postfx_corner, - shader_postfx_sync; + shader_postfx_sync, + shader_postfx_beat; FrameBuffer *fbo_back, *fbo_front, *fbo_buffer; FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_tmp; @@ -527,6 +528,7 @@ int Render::InitDraw(void) shader_postfx_scanline_v = shader_postfx->GetUniformLocation("scanline_v"); shader_postfx_corner = shader_postfx->GetUniformLocation("corner"); shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); + shader_postfx_beat = shader_postfx->GetUniformLocation("beat"); return true; } @@ -662,9 +664,16 @@ void Render::TickDraw(float seconds) } if (Input::WasPressed(Key::F2)) { - m_polygon = !m_polygon; - polygon_fillmode = (m_polygon)?GL_FILL:GL_LINE; - glPolygonMode(GL_FRONT, polygon_fillmode); + m_shader_glow = !m_shader_glow; + m_shader_blur = !m_shader_blur; + m_shader_remanency = !m_shader_remanency; + m_shader_copper = !m_shader_copper; + m_shader_color = !m_shader_color; + m_shader_noise = !m_shader_noise; + m_shader_postfx = !m_shader_postfx; + //m_polygon = !m_polygon; + //polygon_fillmode = (m_polygon)?GL_FILL:GL_LINE; + //glPolygonMode(GL_FRONT, polygon_fillmode); } if (Input::WasPressed(Key::Tab)) { @@ -827,8 +836,10 @@ void Render::TickDraw(float seconds) } if (Input::WasPressed(Key::Return)) { - flash_flag = true; - flash_angle = main_angle; + beat_flag = true; + beat_angle = main_angle; + //flash_flag = true; + //flash_angle = main_angle; } Entity::TickDraw(seconds); @@ -1116,6 +1127,7 @@ void Render::Draw3D() shader_postfx->SetUniform(shader_postfx_scanline_v, postfx_scanline_v); shader_postfx->SetUniform(shader_postfx_corner, postfx_corner); shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(sync_value*cosf((main_angle-sync_angle)*6.0f))); + shader_postfx->SetUniform(shader_postfx_beat, (float)fabs(beat_value*cosf((main_angle-beat_angle)*6.0f))); TraceQuad(); shader_postfx->Unbind(); }