- eliminats accents en titols d'habitacions
- corregits fitxers .fnt (falta aseprite) - corregint font_gent.py - revisades algunes traduccions
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@@ -1123,20 +1123,20 @@ namespace Rendering {
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}
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void SDL3GPUShader::setCrtPiParams(const CrtPiParams& p) {
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crtpi_uniforms_.scanline_weight = p.scanline_weight;
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crtpi_uniforms_.scanline_weight = p.scanline_weight;
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crtpi_uniforms_.scanline_gap_brightness = p.scanline_gap_brightness;
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crtpi_uniforms_.bloom_factor = p.bloom_factor;
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crtpi_uniforms_.input_gamma = p.input_gamma;
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crtpi_uniforms_.output_gamma = p.output_gamma;
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crtpi_uniforms_.mask_brightness = p.mask_brightness;
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crtpi_uniforms_.curvature_x = p.curvature_x;
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crtpi_uniforms_.curvature_y = p.curvature_y;
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crtpi_uniforms_.mask_type = p.mask_type;
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crtpi_uniforms_.enable_scanlines = p.enable_scanlines ? 1 : 0;
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crtpi_uniforms_.enable_multisample = p.enable_multisample ? 1 : 0;
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crtpi_uniforms_.enable_gamma = p.enable_gamma ? 1 : 0;
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crtpi_uniforms_.enable_curvature = p.enable_curvature ? 1 : 0;
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crtpi_uniforms_.enable_sharper = p.enable_sharper ? 1 : 0;
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crtpi_uniforms_.bloom_factor = p.bloom_factor;
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crtpi_uniforms_.input_gamma = p.input_gamma;
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crtpi_uniforms_.output_gamma = p.output_gamma;
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crtpi_uniforms_.mask_brightness = p.mask_brightness;
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crtpi_uniforms_.curvature_x = p.curvature_x;
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crtpi_uniforms_.curvature_y = p.curvature_y;
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crtpi_uniforms_.mask_type = p.mask_type;
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crtpi_uniforms_.enable_scanlines = p.enable_scanlines ? 1 : 0;
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crtpi_uniforms_.enable_multisample = p.enable_multisample ? 1 : 0;
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crtpi_uniforms_.enable_gamma = p.enable_gamma ? 1 : 0;
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crtpi_uniforms_.enable_curvature = p.enable_curvature ? 1 : 0;
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crtpi_uniforms_.enable_sharper = p.enable_sharper ? 1 : 0;
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// texture_width/height se inyectan en render() cada frame
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}
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@@ -33,20 +33,20 @@ struct CrtPiUniforms {
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float bloom_factor; // Factor brillo zonas iluminadas (default 3.5)
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float input_gamma; // Gamma de entrada (default 2.4)
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// vec4 #1
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float output_gamma; // Gamma de salida (default 2.2)
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float mask_brightness; // Brillo sub-píxeles máscara (default 0.80)
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float curvature_x; // Distorsión barrel X (default 0.05)
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float curvature_y; // Distorsión barrel Y (default 0.10)
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float output_gamma; // Gamma de salida (default 2.2)
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float mask_brightness; // Brillo sub-píxeles máscara (default 0.80)
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float curvature_x; // Distorsión barrel X (default 0.05)
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float curvature_y; // Distorsión barrel Y (default 0.10)
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// vec4 #2
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int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo
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int enable_scanlines; // 0 = off, 1 = on
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int enable_multisample; // 0 = off, 1 = on (antialiasing analítico)
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int enable_gamma; // 0 = off, 1 = on
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int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo
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int enable_scanlines; // 0 = off, 1 = on
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int enable_multisample; // 0 = off, 1 = on (antialiasing analítico)
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int enable_gamma; // 0 = off, 1 = on
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// vec4 #3
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int enable_curvature; // 0 = off, 1 = on
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int enable_sharper; // 0 = off, 1 = on
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float texture_width; // Ancho del canvas en píxeles (inyectado en render)
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float texture_height; // Alto del canvas en píxeles (inyectado en render)
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int enable_curvature; // 0 = off, 1 = on
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int enable_sharper; // 0 = off, 1 = on
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float texture_width; // Ancho del canvas en píxeles (inyectado en render)
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float texture_height; // Alto del canvas en píxeles (inyectado en render)
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};
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// Downscale uniforms pushed to the Lanczos downscale fragment stage.
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