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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Improvements and speedups in scanline effect. It has been moved among the preprocessing effects.
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9ff1bcb074
commit
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@ -144,10 +144,10 @@ ApplicationWindow {
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ColumnLayout{
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anchors.fill: parent
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CheckBox{
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text: "Scanlines"
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checked: shadersettings.scanlines
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onCheckedChanged: shadersettings.scanlines = checked;
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SettingComponent{
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name: "Scanlines"
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onValueChanged: shadersettings.scanlines = value
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_value: shadersettings.scanlines
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}
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SettingComponent{
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name: "Bloom"
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@ -34,8 +34,6 @@ ShaderEffect {
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property real screen_distorsion: shadersettings.screen_distortion
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property real glowing_line_strength: shadersettings.glowing_line_strength
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property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
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property real brightness_flickering: shadersettings.brightness_flickering
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property real horizontal_sincronization: shadersettings.horizontal_sincronization
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@ -116,8 +114,6 @@ ShaderEffect {
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(horizontal_sincronization !== 0 ? "
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varying lowp float horizontal_distortion;" : "") +
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(scanlines != 0 ? "uniform highp float scanlines;" : "") +
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"
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highp float rand(vec2 co)
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{
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@ -132,13 +128,8 @@ ShaderEffect {
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float stepNoise(vec2 p){
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vec2 newP = p * txt_Size*0.5;
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return rand(floor(newP) + fract(time / 100.0));
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}
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float getScanlineIntensity(vec2 pos){
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return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
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}" +
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(glowing_line_strength !== 0 ? "
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float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
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@ -169,22 +160,18 @@ ShaderEffect {
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(bloom !== 0 ? "
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color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
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(scanlines !== 0 ? "
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float scanline_alpha = getScanlineIntensity(coords);"
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:
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"float scanline_alpha = 1.0;") +
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(noise_strength !== 0 ? "
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color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
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(glowing_line_strength !== 0 ? "
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color += randomPass(coords) * glowing_line_strength;" : "") +
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"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
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(brightness_flickering !== 0 ? "
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finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"
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gl_FragColor = vec4(finalColor, 1.0);
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}"
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@ -24,7 +24,7 @@ Item{
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property bool fullscreen: false
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property real ambient_light: 0.2
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property real contrast: 0.9
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property real contrast: 0.8
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function mix(c1, c2, alpha){
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return Qt.rgba(c1.r * alpha + c2.r * (1-alpha),
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@ -34,7 +34,7 @@ Item{
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}
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//Private atttributes might need processing
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property color _background_color: "#002200"
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property color _background_color: "#000000"
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property color _font_color: "#00ff00"
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property color font_color: mix(_font_color, _background_color, 0.5 + (contrast * 0.5))
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property color background_color: mix(_background_color, _font_color, 0.5 + (contrast * 0.5))
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@ -48,7 +48,7 @@ Item{
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property real horizontal_sincronization: 0.1
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property real brightness_flickering: 0.12
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property bool scanlines: false
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property real scanlines: 0.0
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property string frame_source: frames_list.get(frames_index).source
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property int frames_index: 2
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@ -204,17 +204,17 @@ Item{
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ListElement{
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text: "Default"
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obj_name: "DEFAULT"
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obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":true,"screen_distortion":0.15,"brightness_flickering":0.07}'
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obj_string: '{"ambient_light":0.3,"background_color":"#000000","font_color":"#00ff3b","font_index":0,"font_scaling":1,"frames_index":2,"glowing_line_strength":0.4,"noise_strength":0.1,"scanlines":0.0,"screen_distortion":0.15,"brightness_flickering":0.07}'
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}
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ListElement{
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text: "Commodore 64"
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obj_name: "COMMODORE64"
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obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":false,"screen_distortion":0.1,"brightness_flickering":0.03}'
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obj_string: '{"ambient_light":0.2,"background_color":"#5048b2","font_color":"#8bcad1","font_index":2,"font_scaling":1,"frames_index":1,"glowing_line_strength":0.2,"noise_strength":0.05,"scanlines":0.0,"screen_distortion":0.1,"brightness_flickering":0.03}'
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}
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ListElement{
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text: "IBM Dos"
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obj_name: "IBMDOS"
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obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":false,"screen_distortion":0.05,"brightness_flickering":0.00}'
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obj_string: '{"ambient_light":0.4,"background_color":"#000000","font_color":"#ffffff","font_index":3,"font_scaling":1,"frames_index":1,"glowing_line_strength":0,"noise_strength":0,"scanlines":0.0,"screen_distortion":0.05,"brightness_flickering":0.00}'
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}
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}
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}
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@ -7,11 +7,22 @@ Item{
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id: terminalContainer
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property real mBloom: shadersettings.bloom_strength
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property real mBlur: shadersettings.motion_blur
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property real scanlines: shadersettings.scanlines
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property real motionBlurCoefficient: (_minBlurCoefficient)*mBlur + (_maxBlurCoefficient)*(1.0-mBlur)
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property real _minBlurCoefficient: 0.015
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property real _maxBlurCoefficient: 0.10
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anchors.fill: parent
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//Force reload of the blursource when settings change
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onScanlinesChanged: restartBlurredSource()
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onMBloomChanged: restartBlurredSource()
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function restartBlurredSource(){
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if(!blurredSource) return;
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blurredSource.live = true;
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livetimer.restart()
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}
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function loadKTerminal(){
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kterminal.active = true;
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}
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@ -81,24 +92,39 @@ Item{
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anchors.fill: parent
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property variant source: source
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property variant blurredSource: (mBlur !== 0) ? blurredSource : undefined
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property size txt_size: Qt.size(width, height)
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z: 2
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fragmentShader:
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"uniform lowp float qt_Opacity;" +
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"uniform lowp sampler2D source;" +
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"uniform lowp vec2 txt_size;" +
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"varying highp vec2 qt_TexCoord0;" +
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"float getScanlineIntensity(vec2 coord){
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float h = coord.y * txt_size.y * 0.5;
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return step(0.5, fract(h));
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}" +
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(mBlur !== 0 ?
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"uniform lowp sampler2D blurredSource;" : "") +
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"uniform lowp sampler2D blurredSource;"
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: "") +
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"void main() {" +
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"float color = texture2D(source, qt_TexCoord0).r * 0.8 * 512.0;" +
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(mBlur !== 0 ?
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"float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).r * 512.0;" +
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"color = mix(blurredSourceColor, color, " + motionBlurCoefficient + ");" : ""
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) +
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"gl_FragColor = vec4(vec3(floor(color) / 512.0), 1.0);" +
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"float color = texture2D(source, qt_TexCoord0).r * 0.8 * 512.0;" +
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(mBlur !== 0 ?
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"float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).r * 512.0;" +
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"color = mix(blurredSourceColor, color, " + motionBlurCoefficient + ");"
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: "") +
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(scanlines !== 0 ? "
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color = mix(color, 1.0 * color*getScanlineIntensity(qt_TexCoord0), "+scanlines+");"
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: "") +
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"gl_FragColor = vec4(vec3(floor(color) / 512.0), 1.0);" +
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"}"
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}
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}
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