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@@ -108,7 +108,7 @@ vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable |
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vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat x,repeat y] |
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vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat x,repeat y] |
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vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat x,repeat y] |
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vec2 postfx_corner(0.75f,0.95f); // corner [radius,blur] |
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vec3 postfx_corner(0.0f,0.75f,0.95f); // corner [width,radius,blur] |
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/* text variable */ |
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ivec2 ratio_2d(2,4); // 2d ratio |
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ivec2 map_size(256,256); // texture map size |
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@@ -173,11 +173,11 @@ char const *setup_text[] = { |
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"enable", |
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"deform ratio", |
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"zoom base", |
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"corner width", |
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"corner radius", |
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"corner blur", |
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"vignetting", |
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"", |
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"", |
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"color", |
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"filter red", |
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"filter green", |
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@@ -229,8 +229,8 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4(0), /* main */ |
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vec4( 1, 8, 1, ratio_2d.x), |
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vec4( 1, 8, 1, ratio_2d.y), |
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vec4( 0, 64, 1, border.x / ratio_2d.x / font_size.x), |
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vec4( 0, 64, 1, border.y / ratio_2d.y / font_size.y), |
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vec4( 0, 16, 1, border.x / ratio_2d.x / font_size.x), |
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vec4( 0, 16, 1, border.y / ratio_2d.y / font_size.y), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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@@ -266,11 +266,11 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4( 0, 1, 1, 1), |
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vec4( 0.0f, 1.0f, 0.05f, postfx_deform.x), |
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vec4( 0.5f, 0.7f, 0.01f, postfx_deform.y), |
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vec4( 0.0f, 1.0f, 0.05f, postfx_corner.x), |
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vec4( 0.0f, 4.0f, 0.10f, postfx_corner.x), |
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vec4( 0.0f, 1.0f, 0.05f, postfx_corner.y), |
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vec4( 0.0f, 1.0f, 0.05f, postfx_corner.z), |
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vec4(-1.0f, 1.0f, 0.10f, postfx_vignetting), |
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vec4(0), |
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vec4(0), |
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vec4(0), /* color */ |
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vec4(0.0f, 1.0f, 0.05f, color_filter.x), |
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vec4(0.0f, 1.0f, 0.05f, color_filter.y), |
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@@ -339,9 +339,9 @@ void Render::UpdateVar() |
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k += 6; /* screen */ |
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m_shader_postfx = (setup_var[k].w == 1) ? true : false; k++; |
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postfx_deform = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
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postfx_corner = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
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postfx_corner = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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postfx_vignetting = setup_var[k].w; k++; |
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k += 3; /* color */ |
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k += 2; /* color */ |
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color_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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color_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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postfx_aberration = setup_var[k].w; k++; |
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