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