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@@ -122,7 +122,7 @@ char const *setup_text[] = { |
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"small corner", |
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"", |
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"blur", |
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"blur enable", |
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"enable", |
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"blur center", |
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"blur corner", |
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"", |
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@@ -131,6 +131,7 @@ char const *setup_text[] = { |
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"", |
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"", |
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"color", |
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"postfx enable", |
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"filter red", |
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"filter green", |
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"filter blue", |
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@@ -138,16 +139,24 @@ char const *setup_text[] = { |
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"contrast", |
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"grayscale", |
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"", |
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"", |
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"modifier", |
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"deform ratio", |
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"retrace color", |
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"retrace strength", |
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"retrace length", |
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"retrace speed", |
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"", |
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"", |
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"", |
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"", |
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"noise", |
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"offset h", |
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"offset v", |
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"noise", |
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"aberration", |
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"", |
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"", |
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"", |
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"", |
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"moire", |
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"h base", |
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"h variable", |
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@@ -175,15 +184,15 @@ vec2 remanency(0.3f,0.7f); // remanency [source mix,buffer mix] |
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vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix] |
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vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner] |
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vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] |
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vec2 blur(0.25f,0.75f); // glow radius [center,corner] |
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vec2 blur(0.25f,0.5f); // glow radius [center,corner] |
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//vec3 radial(2.0f,0.8f,0); // radial [mix,strength,color mode] |
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//------------------------------// [IDEAS] http://www.youtube.com/watch?v=d1qEP2vMe-I |
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float postfx_deform = 0.625f; // deformation ratio |
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vec3 postfx_filter(0.875f,0.75f,1.0f);// color filter [red,green,blue] |
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float postfx_deform = 0.7f; // deformation ratio |
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vec3 postfx_filter(0.8f,0.9f,0.4f);// color filter [red,green,blue] |
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vec3 postfx_color(1.8f,1.8f,0.5f); // color modifier [brightness,contrast,grayscale] |
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vec3 postfx_retrace(0.04f,2.0f,4.0f); // retrace [color,length,speed] |
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vec3 postfx_retrace(0.05f,2.0f,4.0f); // retrace [strength,length,speed] |
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vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical] |
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float postfx_noise = 0.125f; // noise |
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float postfx_noise = 0.15f; // noise |
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float postfx_aberration = 3.0f; // chromatic aberration |
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bool postfx_moire = true; // moire |
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vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); |
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@@ -206,16 +215,48 @@ vec4 setup_var[]={ |
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vec4(0, 1, 1, 0), |
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vec4(0.0f, 1.0f, 0.1f, glow_mix.x), |
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vec4(0.0f, 1.0f, 0.1f, glow_mix.y), |
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vec4(0.0f, 4.0f, 0.05f, glow_large.x), |
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vec4(0.0f, 4.0f, 0.05f, glow_large.y), |
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vec4(0.0f, 2.0f, 0.05f, glow_small.x), |
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vec4(0.0f, 2.0f, 0.05f, glow_small.y), |
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vec4(0.0f, 4.0f, 0.1f, glow_large.x), |
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vec4(0.0f, 4.0f, 0.1f, glow_large.y), |
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vec4(0.0f, 2.0f, 0.1f, glow_small.x), |
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vec4(0.0f, 2.0f, 0.1f, glow_small.y), |
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vec4(0), |
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vec4(0), /* blur */ |
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vec4(0, 1, 1, 0), |
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vec4(0.0f, 2.0f, 0.05f, blur.x), |
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vec4(0.0f, 2.0f, 0.05f, blur.y), |
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vec4(0) /* color */ |
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vec4(0.0f, 2.0f, 0.1f, blur.x), |
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vec4(0.0f, 2.0f, 0.1f, blur.y), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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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, 1, 1, 0), |
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vec4(0.0f, 1.0f, 0.1f, postfx_filter.x), |
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vec4(0.0f, 1.0f, 0.1f, postfx_filter.y), |
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vec4(0.0f, 1.0f, 0.1f, postfx_filter.z), |
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vec4(0.0f, 4.0f, 0.1f, postfx_color.x), |
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vec4(0.0f, 4.0f, 0.1f, postfx_color.y), |
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vec4(0.0f, 1.5f, 0.1f, postfx_color.z), |
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vec4(0), |
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vec4(0), /* modifier */ |
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vec4(0.0f, 1.0f, 0.05f, postfx_deform), |
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vec4(0.0f, 1.0f, 0.05f, postfx_retrace.x), |
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vec4(0.0f, 8.0f, 1.0f, postfx_retrace.y), |
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vec4(0.0f, 8.0f, 1.0f, postfx_retrace.z), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), /* noise */ |
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vec4(0.0f, 4.0f, 0.5f, postfx_offset.x), |
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vec4(0.0f, 4.0f, 0.5f, postfx_offset.y), |
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vec4(0.0f, 1.0f, 0.05f, postfx_noise), |
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vec4(0.0f, 5.0f, 0.5f, postfx_aberration), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0) |
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}; |
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void Render::UpdateVar() |
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@@ -233,6 +274,17 @@ void Render::UpdateVar() |
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m_shader_blur = (setup_var[k].w == 1) ? true : false; k++; |
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blur = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
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k += 6; |
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m_shader_postfx = (setup_var[k].w == 1) ? true : false; k++; |
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postfx_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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postfx_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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k += 2; |
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postfx_deform = setup_var[k].w; k++; |
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postfx_retrace = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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k += 5; |
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postfx_offset = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
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postfx_noise = setup_var[k].w; k++; |
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postfx_aberration = setup_var[k].w; k++; |
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k += 5; |
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} |
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Shader *shader_simple; |
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