Optimizations: motion blur is better, and quality is now customizable. Default value is 50%. which is again a good compromise.
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@@ -23,12 +23,15 @@ import QtGraphicalEffects 1.0
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ShaderEffect {
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property ShaderEffectSource source
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property ShaderEffectSource blurredSource
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property ShaderEffectSource bloomSource
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property color font_color: appSettings.font_color
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property color background_color: appSettings.background_color
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property real bloom_strength: appSettings.bloom_strength * 2.5
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property real motion_blur: appSettings.motion_blur
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property real jitter: appSettings.jitter * 0.007
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property real noise_strength: appSettings.noise_strength
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property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.window_scaling * appSettings.fontScaling),
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@@ -156,6 +159,8 @@ ShaderEffect {
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(bloom_strength !== 0 ? "
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uniform highp sampler2D bloomSource;
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uniform lowp float bloom_strength;" : "") +
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(motion_blur !== 0 ? "
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uniform sampler2D blurredSource;" : "") +
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(noise_strength !== 0 ? "
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uniform highp float noise_strength;" : "") +
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(((noise_strength !== 0 || jitter !== 0 || rgb_shift)
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@@ -255,8 +260,14 @@ ShaderEffect {
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color += randomPass(coords) * glowing_line_strength;" : "") +
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"vec3 txt_color = texture2D(source, txt_coords).rgb;
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float greyscale_color = rgb2grey(txt_color) + color;" +
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"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
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(motion_blur !== 0 ? "
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vec4 txt_blur = texture2D(blurredSource, txt_coords);
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txt_color = txt_color + txt_blur.rgb * txt_blur.a;"
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: "") +
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"float greyscale_color = rgb2grey(txt_color) + color;" +
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(chroma_color !== 0 ?
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(rgb_shift !== 0 ? "
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