Fix: scanline do not affect background anymore

This commit is contained in:
Filippo Scognamiglio 2014-03-27 15:25:52 +01:00
parent 103139e493
commit 9c83b1d654

View File

@ -122,7 +122,7 @@ ShaderEffect {
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5;
return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
}" +
@ -153,7 +153,7 @@ ShaderEffect {
(bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
(scanlines !== 0 ?
"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") +
"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 1.0;") +
(noise_strength !== 0 ?
"color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
@ -161,8 +161,8 @@ ShaderEffect {
(glowing_line_strength !== 0 ?
"color += randomPass(coords) * glowing_line_strength;" : "") +
"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance + scanline_alpha);" +
"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
(screen_flickering !== 0 ?
"finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +