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chore(spelling): add codespell pre-commit hook
Fixes spelling mistakes identified by it.
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14 changed files with 23 additions and 18 deletions
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@ -34,7 +34,7 @@ uniform bool pixelate = true; // Fill each square (\"pixel\") with a sampled col
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uniform bool roll = true;
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uniform float roll_speed = 8.0; // Positive values are down, negative are up
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uniform float roll_size : hint_range(0.0, 100.0) = 15.0;
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uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; // This valie is not an exact science. You have to play around with the value to find a look you like. How this works is explained in the code below.
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uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; // This value is not an exact science. You have to play around with the value to find a look you like. How this works is explained in the code below.
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uniform float distort_intensity : hint_range(0.0, 0.2) = 0.05; // The distortion created by the rolling effect.
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uniform float noise_opacity : hint_range(0.0, 1.0) = 0.4;
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@ -52,7 +52,7 @@ uniform bool clip_warp = false;
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uniform float vignette_intensity = 0.4; // Size of the vignette, how far towards the middle it should go.
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uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5;
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// Used by the noise functin to generate a pseudo random value between 0.0 and 1.0
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// Used by the noise function to generate a pseudo random value between 0.0 and 1.0
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vec2 random(vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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dot(uv, vec2(269.5,183.3) ) );
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@ -193,7 +193,7 @@ void fragment()
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// We use roll_line (set above) to define how big the noise should be vertically (multiplying cuts off all black parts).
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// We also add in some basic noise with random() to break up the noise pattern above. The noise is sized according to
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// the resolution value set in the inspector. If you don't like this look you can
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// change \"ceil(uv * resolution) / resolution\" to only \"uv\" to make it less pixelated. Or multiply resolution with som value
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// change \"ceil(uv * resolution) / resolution\" to only \"uv\" to make it less pixelated. Or multiply resolution with some value
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// greater than 1.0 to make them smaller.
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roll_line *= noise * scanlines * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0);
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// Add it to the texture based on noise_opacity
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