Merge pull request #487 from timmcca-be/simpletex_bg_intensity

Add "Background Intensity" parameter to simpletex shaders
This commit is contained in:
hizzlekizzle 2023-09-22 19:47:43 -05:00 committed by GitHub
commit d9cf8eaf45
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18 changed files with 72 additions and 18 deletions

View file

@ -40,6 +40,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -59,6 +62,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -67,6 +71,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -203,7 +208,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -40,6 +40,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -59,6 +62,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -67,6 +71,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -203,7 +208,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -40,6 +40,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -59,6 +62,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -67,6 +71,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -203,7 +208,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -40,6 +40,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -59,6 +62,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -67,6 +71,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -203,7 +208,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -36,6 +36,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -55,6 +58,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -63,6 +67,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -181,7 +186,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -36,6 +36,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -55,6 +58,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -63,6 +67,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -181,7 +186,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -41,6 +41,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -60,6 +63,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01 #pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -68,6 +72,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -195,7 +200,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -41,6 +41,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -60,6 +63,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01 #pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -68,6 +72,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -195,7 +200,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -38,6 +38,9 @@
> DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels)
- 0.0: Colours are normal - 0.0: Colours are normal
- 2.0: Colours are too dark... - 2.0: Colours are too dark...
> BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is
- 0.0: No background texture
- 1.0: Background texture is clearly visible
This program is free software; you can redistribute it and/or modify it This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free under the terms of the GNU General Public License as published by the Free
@ -57,6 +60,7 @@
#pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01 #pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01
#pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01
#pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01
#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
@ -65,6 +69,7 @@ layout(push_constant) uniform Push
float GRID_BIAS; float GRID_BIAS;
float DARKEN_GRID; float DARKEN_GRID;
float DARKEN_COLOUR; float DARKEN_COLOUR;
float BACKGROUND_INTENSITY;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
@ -174,7 +179,7 @@ void main()
// Note: Have to calculate luminosity a second time... tiresome, but // Note: Have to calculate luminosity a second time... tiresome, but
// it's not a particulary expensive operation... // it's not a particulary expensive operation...
luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b);
colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY);
FragColor = vec4(colour.rgb, 1.0); FragColor = vec4(colour.rgb, 1.0);
} }

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.65" GRID_INTENSITY = "0.65"
GRID_WIDTH = "0.65" GRID_WIDTH = "0.65"
GRID_BIAS = "0.6" GRID_BIAS = "0.6"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.05" DARKEN_COLOUR = "0.05"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.65" GRID_INTENSITY = "0.65"
GRID_WIDTH = "0.65" GRID_WIDTH = "0.65"
GRID_BIAS = "0.6" GRID_BIAS = "0.6"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.05" DARKEN_COLOUR = "0.05"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.65" GRID_INTENSITY = "0.65"
GRID_WIDTH = "0.65" GRID_WIDTH = "0.65"
GRID_BIAS = "0.6" GRID_BIAS = "0.6"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.05" DARKEN_COLOUR = "0.05"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.65" GRID_INTENSITY = "0.65"
GRID_WIDTH = "0.65" GRID_WIDTH = "0.65"
GRID_BIAS = "0.6" GRID_BIAS = "0.6"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.05" DARKEN_COLOUR = "0.05"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.65" GRID_INTENSITY = "0.65"
GRID_WIDTH = "0.65" GRID_WIDTH = "0.65"
GRID_BIAS = "0.6" GRID_BIAS = "0.6"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.05" DARKEN_COLOUR = "0.05"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.65" GRID_INTENSITY = "0.65"
GRID_WIDTH = "0.65" GRID_WIDTH = "0.65"
GRID_BIAS = "0.6" GRID_BIAS = "0.6"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.05" DARKEN_COLOUR = "0.05"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.72" GRID_INTENSITY = "0.72"
GRID_WIDTH = "0.94" GRID_WIDTH = "0.94"
GRID_BIAS = "0.80" GRID_BIAS = "0.80"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.10" DARKEN_COLOUR = "0.10"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.72" GRID_INTENSITY = "0.72"
GRID_WIDTH = "0.94" GRID_WIDTH = "0.94"
GRID_BIAS = "0.80" GRID_BIAS = "0.80"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.10" DARKEN_COLOUR = "0.10"
BACKGROUND_INTENSITY = "1.0"

View file

@ -14,9 +14,10 @@ textures = "BACKGROUND"
BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
BACKGROUND_linear = false BACKGROUND_linear = false
parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY"
GRID_INTENSITY = "0.72" GRID_INTENSITY = "0.72"
GRID_WIDTH = "0.94" GRID_WIDTH = "0.94"
GRID_BIAS = "0.80" GRID_BIAS = "0.80"
DARKEN_GRID = "0.0" DARKEN_GRID = "0.0"
DARKEN_COLOUR = "0.10" DARKEN_COLOUR = "0.10"
BACKGROUND_INTENSITY = "1.0"