Coefficients are now all passed as uniforms. This saves many shaders compilations when playing with settings.
This commit is contained in:
@@ -47,7 +47,8 @@ ShaderEffect{
|
||||
uniform sampler2D normals;
|
||||
uniform highp float screen_distorsion;
|
||||
uniform highp float ambient_light;
|
||||
uniform highp float qt_Opacity;" +
|
||||
uniform highp float qt_Opacity;
|
||||
uniform lowp float chroma_color;" +
|
||||
|
||||
(frameReflections ?
|
||||
"uniform sampler2D lightSource;" : "") + "
|
||||
@@ -83,7 +84,7 @@ ShaderEffect{
|
||||
float clampedDotProd = clamp(dotProd, 0.05, 1.0);
|
||||
float diffuseReflection = clamp(screenLight * 1.5 * clampedDotProd, 0.0, 0.35);
|
||||
float reflectionAlpha = mix(1.0, 0.90, dotProd);
|
||||
vec3 lightColor = mix(font_color.rgb * screenLight, font_color.rgb * realLightColor, "+chroma_color.toFixed(2)+");"
|
||||
vec3 lightColor = mix(font_color.rgb * screenLight, font_color.rgb * realLightColor, chroma_color);"
|
||||
: "
|
||||
float diffuseReflection = 0.0;
|
||||
float reflectionAlpha = 1.0;
|
||||
|
||||
Reference in New Issue
Block a user