Bläddra i källkod

NEERCS: updated theme (more readable screen)

master
förälder
incheckning
cb97625e10
2 ändrade filer med 23 tillägg och 10 borttagningar
  1. +2
    -1
      neercs/video/postfx.lolfx
  2. +21
    -9
      neercs/video/render.cpp

+ 2
- 1
neercs/video/postfx.lolfx Visa fil

@@ -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;
}



+ 21
- 9
neercs/video/render.cpp Visa fil

@@ -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();
}


Laddar…
Avbryt
Spara