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setup menu: added a lot of parameters and reorganized some

master
parent
commit
f345590a7b
1 changed files with 67 additions and 15 deletions
  1. +67
    -15
      neercs/video/render.cpp

+ 67
- 15
neercs/video/render.cpp View File

@@ -122,7 +122,7 @@ char const *setup_text[] = {
"small corner",
"",
"blur",
"blur enable",
"enable",
"blur center",
"blur corner",
"",
@@ -131,6 +131,7 @@ char const *setup_text[] = {
"",
"",
"color",
"postfx enable",
"filter red",
"filter green",
"filter blue",
@@ -138,16 +139,24 @@ char const *setup_text[] = {
"contrast",
"grayscale",
"",
"",
"modifier",
"deform ratio",
"retrace color",
"retrace strength",
"retrace length",
"retrace speed",
"",
"",
"",
"",
"noise",
"offset h",
"offset v",
"noise",
"aberration",
"",
"",
"",
"",
"moire",
"h base",
"h variable",
@@ -175,15 +184,15 @@ vec2 remanency(0.3f,0.7f); // remanency [source mix,buffer mix]
vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix]
vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner]
vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner]
vec2 blur(0.25f,0.75f); // glow radius [center,corner]
vec2 blur(0.25f,0.5f); // glow radius [center,corner]
//vec3 radial(2.0f,0.8f,0); // radial [mix,strength,color mode]
//------------------------------// [IDEAS] http://www.youtube.com/watch?v=d1qEP2vMe-I
float postfx_deform = 0.625f; // deformation ratio
vec3 postfx_filter(0.875f,0.75f,1.0f);// color filter [red,green,blue]
float postfx_deform = 0.7f; // deformation ratio
vec3 postfx_filter(0.8f,0.9f,0.4f);// color filter [red,green,blue]
vec3 postfx_color(1.8f,1.8f,0.5f); // color modifier [brightness,contrast,grayscale]
vec3 postfx_retrace(0.04f,2.0f,4.0f); // retrace [color,length,speed]
vec3 postfx_retrace(0.05f,2.0f,4.0f); // retrace [strength,length,speed]
vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical]
float postfx_noise = 0.125f; // noise
float postfx_noise = 0.15f; // noise
float postfx_aberration = 3.0f; // chromatic aberration
bool postfx_moire = true; // moire
vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f);
@@ -206,16 +215,48 @@ vec4 setup_var[]={
vec4(0, 1, 1, 0),
vec4(0.0f, 1.0f, 0.1f, glow_mix.x),
vec4(0.0f, 1.0f, 0.1f, glow_mix.y),
vec4(0.0f, 4.0f, 0.05f, glow_large.x),
vec4(0.0f, 4.0f, 0.05f, glow_large.y),
vec4(0.0f, 2.0f, 0.05f, glow_small.x),
vec4(0.0f, 2.0f, 0.05f, glow_small.y),
vec4(0.0f, 4.0f, 0.1f, glow_large.x),
vec4(0.0f, 4.0f, 0.1f, glow_large.y),
vec4(0.0f, 2.0f, 0.1f, glow_small.x),
vec4(0.0f, 2.0f, 0.1f, glow_small.y),
vec4(0),
vec4(0), /* blur */
vec4(0, 1, 1, 0),
vec4(0.0f, 2.0f, 0.05f, blur.x),
vec4(0.0f, 2.0f, 0.05f, blur.y),
vec4(0) /* color */
vec4(0.0f, 2.0f, 0.1f, blur.x),
vec4(0.0f, 2.0f, 0.1f, blur.y),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* color */
vec4(0, 1, 1, 0),
vec4(0.0f, 1.0f, 0.1f, postfx_filter.x),
vec4(0.0f, 1.0f, 0.1f, postfx_filter.y),
vec4(0.0f, 1.0f, 0.1f, postfx_filter.z),
vec4(0.0f, 4.0f, 0.1f, postfx_color.x),
vec4(0.0f, 4.0f, 0.1f, postfx_color.y),
vec4(0.0f, 1.5f, 0.1f, postfx_color.z),
vec4(0),
vec4(0), /* modifier */
vec4(0.0f, 1.0f, 0.05f, postfx_deform),
vec4(0.0f, 1.0f, 0.05f, postfx_retrace.x),
vec4(0.0f, 8.0f, 1.0f, postfx_retrace.y),
vec4(0.0f, 8.0f, 1.0f, postfx_retrace.z),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* noise */
vec4(0.0f, 4.0f, 0.5f, postfx_offset.x),
vec4(0.0f, 4.0f, 0.5f, postfx_offset.y),
vec4(0.0f, 1.0f, 0.05f, postfx_noise),
vec4(0.0f, 5.0f, 0.5f, postfx_aberration),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0)
};

void Render::UpdateVar()
@@ -233,6 +274,17 @@ void Render::UpdateVar()
m_shader_blur = (setup_var[k].w == 1) ? true : false; k++;
blur = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
k += 6;
m_shader_postfx = (setup_var[k].w == 1) ? true : false; k++;
postfx_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
postfx_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
k += 2;
postfx_deform = setup_var[k].w; k++;
postfx_retrace = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
k += 5;
postfx_offset = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
postfx_noise = setup_var[k].w; k++;
postfx_aberration = setup_var[k].w; k++;
k += 5;
}

Shader *shader_simple;


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