| @@ -128,14 +128,13 @@ vec4 radial(4.0f,0.9f,16,0.0f); // radial [distance,fade ratio,i | |||
| /* theme variable */ | |||
| int theme_i = 1; // current theme | |||
| const int theme_n = 2; // theme number | |||
| const int theme_var_n = 79; // var number | |||
| /* setup variable */ | |||
| bool setup_switch = false; // switch [option/item] | |||
| int setup_n = 0; // item/option number | |||
| int setup_h = 8; // height | |||
| int setup_cursor = 0; // cursor position | |||
| 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_item_i = 0; // selected item | |||
| int setup_item_n = 8; // item number | |||
| @@ -404,36 +403,66 @@ vec4(0) /* ? */ | |||
| }; | |||
| float theme_var[]={ | |||
| // DO LIKE SETUP TO KEEP KEY | |||
| /* default */ | |||
| /* default */ | |||
| 0, | |||
| 1,1, // ratio_2d | |||
| 0,0, // border | |||
| 0,0,0,0, | |||
| 0, | |||
| 1, // m_shader_remanence | |||
| 1.0f,0.8f, // buffer | |||
| 0.0f,0.0f, // remanence | |||
| 0,0,0, | |||
| 0, | |||
| 1, // m_shader_glow | |||
| 0.5f,0.0f, // glow_mix | |||
| 0.0f,0.0f, // glow_large | |||
| 0.0f,0.0f, // glow_small | |||
| 0, | |||
| 0, | |||
| 1, // m_shader_blur | |||
| 0.0f,0.0f, // blur | |||
| 0,0,0,0,0, | |||
| 0, | |||
| 1, // m_shader_postfx | |||
| 0.0f,0.5f, // postfx_deform | |||
| 0.0f,1.0f,1.0f, // postfx_corner | |||
| 0.0f, // postfx_vignetting | |||
| 0, | |||
| 0, | |||
| 1, // m_shader_copper | |||
| 0.75f,0.25f,0.42f,4.0f, // copper_copper | |||
| 4.0f,4.0f,4.0f, // copper_mask_color | |||
| 0, | |||
| 1.0f,1.0f,1.0f, // color_filter | |||
| 1.0f,1.0f,0.0f,0.0f, // color_color | |||
| 0.0f, // postfx_aberration | |||
| 0, | |||
| 1, // m_shader_noise | |||
| 0.0f,0.0f, // noise_offset | |||
| 0.0f, // noise_noise | |||
| 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_ghost2 | |||
| 0, | |||
| 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_v | |||
| 0, | |||
| 1.0f,0.0f,0.0f,0.0f, // postfx_scanline_h | |||
| 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 | |||
| 0,0,0, | |||
| 0, | |||
| 1, // m_shader_radial | |||
| 4.0f,0.9f,16,0.0f, // radial | |||
| 0,0,0, | |||
| /* crt */ | |||
| 2,3, // ratio_2d | |||
| 2,1, // border | |||
| @@ -470,35 +499,56 @@ float theme_var[]={ | |||
| 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() | |||