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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Move frame to separate framebuffer. This fixes some glitches in terminal
frame.
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@ -13,6 +13,8 @@ ShaderEffect {
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real shadowLength: 0.5 * screenCurvature * Utils.lint(0.50, 1.5, _ambientLight)
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property size aadelta: Qt.size(1.0 / width, 1.0 / height)
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fragmentShader: "
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#ifdef GL_ES
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precision mediump float;
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@ -22,6 +24,7 @@ ShaderEffect {
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uniform lowp float shadowLength;
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uniform highp float qt_Opacity;
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uniform lowp vec4 frameColor;
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uniform mediump vec2 aadelta;
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varying highp vec2 qt_TexCoord0;
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@ -53,10 +56,10 @@ ShaderEffect {
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float outShadowLength = shadowLength;
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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outShadow = clamp(0.0, 1.0, outShadow);
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color += frameColor.rgb * sqrt(outShadow);
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alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
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outShadow = clamp(0.0, 1.0, sqrt(outShadow));
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color += frameColor.rgb * outShadow;
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alpha = sum2(1.0 - smoothstep(vec2(0.0), aadelta, coords) + smoothstep(vec2(1.0) - aadelta, vec2(1.0), coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, outShadow);
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gl_FragColor = vec4(color * alpha, alpha);
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}
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@ -44,6 +44,7 @@ Item {
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property ShaderEffectSource screenBuffer: frameBuffer
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property ShaderEffectSource burnInSource: burnInEffect.source
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property ShaderEffectSource frameSource: terminalFrameLoader.item
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property color fontColor: parent.fontColor
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property color backgroundColor: parent.backgroundColor
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@ -167,7 +168,8 @@ Item {
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uniform lowp sampler2D noiseSource;
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uniform highp vec2 scaleNoiseSize;" : "") +
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(screenCurvature !== 0 ? "
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uniform highp float screenCurvature;" : "") +
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uniform highp float screenCurvature;
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uniform lowp sampler2D frameSource;" : "") +
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(glowingLine !== 0 ? "
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uniform highp float glowingLine;" : "") +
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(chromaColor !== 0 ? "
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@ -247,12 +249,9 @@ Item {
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float noise = staticNoise;" : "") +
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(screenCurvature !== 0 ? "
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vec2 curvatureCoords = barrel(qt_TexCoord0, cc);
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float staticInScreen = min2(step(0.0, curvatureCoords) - step(1.0, curvatureCoords));
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vec2 staticCoords = curvatureCoords;"
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vec2 staticCoords = barrel(qt_TexCoord0, cc);"
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:"
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vec2 staticCoords = qt_TexCoord0;
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float staticInScreen = 1.0;") +
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vec2 staticCoords = qt_TexCoord0;") +
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"vec2 coords = qt_TexCoord0;" +
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@ -283,10 +282,7 @@ Item {
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(glowingLine !== 0 ? "
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color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
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"txt_coords = mix(qt_TexCoord0, txt_coords, staticInScreen);
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float inScreen2 = isInScreen(barrel(txt_coords, cc));
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vec3 origTxtColor = texture2D(screenBuffer, txt_coords).rgb;
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vec3 txt_color = mix(backgroundColor.rgb, origTxtColor, inScreen2);" +
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"vec3 txt_color = texture2D(screenBuffer, txt_coords).rgb;" +
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(burnIn !== 0 ? "
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vec4 txt_blur = texture2D(burnInSource, staticCoords);
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@ -305,13 +301,12 @@ Item {
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(ambientLight !== 0 ? "
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finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
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(screenCurvature !== 0 ?
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"vec4 frameColor = texture2D(frameSource, qt_TexCoord0);
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finalColor = mix(finalColor, frameColor.rgb, frameColor.a);"
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: "") +
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"float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords));
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inShadow = pow(inShadow, 100.0) + 0.35 * inShadow * inShadow; // Inner shadow and antialiasing when screen background is bright.
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finalColor = mix(finalColor, vec3(0.0), inShadow);
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finalColor = mix(origTxtColor, finalColor, staticInScreen);
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gl_FragColor = vec4(finalColor, qt_Opacity);" +
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"gl_FragColor = vec4(finalColor, qt_Opacity);" +
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"}"
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onStatusChanged: {
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@ -326,6 +321,29 @@ Item {
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}
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}
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Loader {
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id: terminalFrameLoader
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active: screenCurvature !== 0
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width: staticShader.width
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height: staticShader.height
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sourceComponent: ShaderEffectSource {
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sourceItem: terminalFrame
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hideSource: true
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visible: false
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format: ShaderEffectSource.RGBA
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NewTerminalFrame {
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id: terminalFrame
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blending: false
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anchors.fill: parent
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}
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}
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}
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ShaderEffect {
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id: staticShader
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@ -415,6 +433,10 @@ Item {
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return min(v.x, v.y);
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}
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float sum2(vec2 v) {
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return v.x + v.y;
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}
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float rgb2grey(vec3 v){
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return dot(v, vec3(0.21, 0.72, 0.04));
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}" +
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@ -457,11 +479,17 @@ Item {
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"txt_color += vec3(0.0001);" +
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"float greyscale_color = rgb2grey(txt_color);" +
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(screenCurvature !== 0 ? "
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float reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
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reflectionMask = clamp(0.0, 1.0, reflectionMask);"
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:
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"float reflectionMask = 1.0;") +
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(chromaColor !== 0 ?
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"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
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vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);"
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vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color * reflectionMask);"
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:
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"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
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"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color * reflectionMask);") +
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(bloom !== 0 ?
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"vec4 bloomFullColor = texture2D(bloomSource, txt_coords);
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@ -473,23 +501,9 @@ Item {
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"finalColor *= screen_brightness;" +
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(screenCurvature !== 0 ? "
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vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords);
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finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);"
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:"") +
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"gl_FragColor = vec4(finalColor, qt_Opacity);" +
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"}"
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Loader {
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anchors.fill: parent
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active: screenCurvature !== 0
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sourceComponent: NewTerminalFrame {
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blending: true
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}
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}
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onStatusChanged: {
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// Print warning messages
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if (log) console.log(log);
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