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@@ -128,14 +128,13 @@ vec4 radial(4.0f,0.9f,16,0.0f); // radial [distance,fade ratio,i |
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/* theme variable */ |
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int theme_i = 1; // current theme |
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const int theme_n = 2; // theme number |
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const int theme_var_n = 79; // var number |
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/* setup variable */ |
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bool setup_switch = false; // switch [option/item] |
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int setup_n = 0; // item/option number |
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int setup_h = 8; // height |
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int setup_cursor = 0; // cursor position |
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int setup_option_i = 0; // selected option |
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int setup_option_n = 14; // option number |
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const int setup_option_n = 14; // option number |
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int setup_option_p = 0; // option position |
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int setup_item_i = 0; // selected item |
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int setup_item_n = 8; // item number |
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@@ -404,36 +403,66 @@ vec4(0) /* ? */ |
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}; |
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float theme_var[]={ |
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// DO LIKE SETUP TO KEEP KEY |
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/* default */ |
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/* default */ |
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0, |
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1,1, // ratio_2d |
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0,0, // border |
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0,0,0,0, |
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0, |
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1, // m_shader_remanence |
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1.0f,0.8f, // buffer |
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0.0f,0.0f, // remanence |
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0,0,0, |
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0, |
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1, // m_shader_glow |
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0.5f,0.0f, // glow_mix |
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0.0f,0.0f, // glow_large |
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0.0f,0.0f, // glow_small |
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0, |
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0, |
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1, // m_shader_blur |
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0.0f,0.0f, // blur |
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0,0,0,0,0, |
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0, |
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1, // m_shader_postfx |
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0.0f,0.5f, // postfx_deform |
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0.0f,1.0f,1.0f, // postfx_corner |
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0.0f, // postfx_vignetting |
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0, |
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0, |
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1, // m_shader_copper |
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0.75f,0.25f,0.42f,4.0f, // copper_copper |
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4.0f,4.0f,4.0f, // copper_mask_color |
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0, |
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1.0f,1.0f,1.0f, // color_filter |
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1.0f,1.0f,0.0f,0.0f, // color_color |
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0.0f, // postfx_aberration |
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0, |
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1, // m_shader_noise |
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0.0f,0.0f, // noise_offset |
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0.0f, // noise_noise |
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0.0f,0.0f,0.0f, // noise_retrace |
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0, |
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0, |
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0.0f,0.0f,0.0f,0.0f, // postfx_ghost1 |
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0.0f,0.0f,0.0f,0.0f, // postfx_ghost2 |
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0, |
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8.0f,0.0f,0.0f,0.0f, // postfx_glass |
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0,0,0,0, |
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0, |
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1.0f,0.0f,0.0f,0.0f, // postfx_moire_h |
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1.0f,0.0f,0.0f,0.0f, // postfx_moire_v |
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0, |
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1.0f,0.0f,0.0f,0.0f, // postfx_scanline_h |
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1.0f,0.0f,0.0f,0.0f, // postfx_scanline_v |
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0, |
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1, // m_shader_mirror |
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0.0f,0.0f,0.0f,1.0f, // mirror |
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0,0,0, |
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0, |
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1, // m_shader_radial |
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4.0f,0.9f,16,0.0f, // radial |
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0,0,0, |
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/* crt */ |
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2,3, // ratio_2d |
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2,1, // border |
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@@ -470,35 +499,56 @@ float theme_var[]={ |
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void Render::InitVar() |
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{ |
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int k = theme_i * theme_var_n; |
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ratio_2d = vec2(theme_var[k], theme_var[k + 1]); |
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border = vec2(theme_var[k + 2], theme_var[k + 3]); |
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buffer = vec2(theme_var[k + 4], theme_var[k + 5]); |
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remanence = vec2(theme_var[k + 6], theme_var[k + 7]); |
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glow_mix = vec2(theme_var[k + 8], theme_var[k + 9]); |
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glow_large = vec2(theme_var[k + 10], theme_var[k + 11]); |
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glow_small = vec2(theme_var[k + 12], theme_var[k + 13]); |
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blur = vec2(theme_var[k + 14], theme_var[k + 15]); |
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postfx_deform = vec2(theme_var[k + 16], theme_var[k + 17]); |
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postfx_corner = vec3(theme_var[k + 18], theme_var[k + 19], theme_var[k + 20]); |
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postfx_vignetting = theme_var[k + 21], |
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copper_copper = vec4(theme_var[k + 22], theme_var[k + 23], theme_var[k + 24], theme_var[k + 25]); |
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copper_mask_color = vec3(theme_var[k + 26], theme_var[k + 27], theme_var[k + 28]); |
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color_filter = vec3(theme_var[k + 29], theme_var[k + 30], theme_var[k + 31]); |
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color_color = vec4(theme_var[k + 32], theme_var[k + 33], theme_var[k + 34], theme_var[k + 35]); |
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postfx_aberration = theme_var[k + 36]; |
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noise_offset = vec2(theme_var[k + 37], theme_var[k + 38]); |
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noise_noise = theme_var[k + 39]; |
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noise_retrace = vec3(theme_var[k + 40], theme_var[k + 41], theme_var[k + 42]); |
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postfx_ghost1 = vec4(theme_var[k + 43], theme_var[k + 44], theme_var[k + 45], theme_var[k + 46]); |
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postfx_ghost2 = vec4(theme_var[k + 47], theme_var[k + 48], theme_var[k + 49], theme_var[k + 50]); |
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postfx_glass = vec4(theme_var[k + 51], theme_var[k + 52], theme_var[k + 53], theme_var[k + 54]); |
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postfx_moire_h = vec4(theme_var[k + 55], theme_var[k + 56], theme_var[k + 57], theme_var[k + 58]); |
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postfx_moire_v = vec4(theme_var[k + 59], theme_var[k + 60], theme_var[k + 61], theme_var[k + 62]); |
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postfx_scanline_h = vec4(theme_var[k + 63], theme_var[k + 64], theme_var[k + 65], theme_var[k + 66]); |
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postfx_scanline_v = vec4(theme_var[k + 67], theme_var[k + 68], theme_var[k + 69], theme_var[k + 70]); |
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mirror = vec4(theme_var[k + 71], theme_var[k + 72], theme_var[k + 73], theme_var[k + 74]); |
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radial = vec4(theme_var[k + 75], theme_var[k + 76], theme_var[k + 77], theme_var[k + 78]); |
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int k = theme_i * setup_option_n * 8 + 1; /* main */ |
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ratio_2d = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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border = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 5; /* remanence */ |
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m_shader_remanence = (theme_var[k] == 1) ? true : false; k++; |
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buffer = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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remanence = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 4; /* glow */ |
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m_shader_glow = (theme_var[k] == 1) ? true : false; k++; |
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glow_mix = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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glow_large = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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glow_small = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 2; /* blur */ |
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m_shader_blur = (theme_var[k] == 1) ? true : false; k++; |
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blur = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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k += 6; /* screen */ |
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m_shader_postfx = (theme_var[k] == 1) ? true : false; k++; |
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postfx_deform = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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postfx_corner = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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postfx_vignetting = theme_var[k]; k++; |
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k += 2; /* copper */ |
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m_shader_copper = (theme_var[k] == 1) ? true : false; k++; |
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copper_copper = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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copper_mask_color = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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k += 1; /* color */ |
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color_filter = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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color_color = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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postfx_aberration = theme_var[k]; k++; |
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k += 1; /* noise */ |
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m_shader_noise = (theme_var[k] == 1) ? true : false; k++; |
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noise_offset = vec2(theme_var[k], theme_var[k + 1]); k += 2; |
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noise_noise = theme_var[k]; k++; |
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noise_retrace = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; |
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k += 2; /* ghost */ |
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postfx_ghost1 = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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postfx_ghost2 = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 1; /* glass */ |
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postfx_glass = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 5; /* moire */ |
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postfx_moire_h = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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postfx_moire_v = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 1; /* scanline */ |
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postfx_scanline_h = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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postfx_scanline_v = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 1; /* mirror */ |
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m_shader_mirror = (theme_var[k] == 1) ? true : false; k++; |
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mirror = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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k += 4; /* radial blur */ |
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m_shader_radial = (theme_var[k] == 1) ? true : false; k++; |
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radial = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; |
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} |
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void Render::SetupVar() |
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