diff --git a/qml/cool-old-term/ShaderSettings.qml b/qml/cool-old-term/ShaderSettings.qml index 7aa18fa..25c0b78 100644 --- a/qml/cool-old-term/ShaderSettings.qml +++ b/qml/cool-old-term/ShaderSettings.qml @@ -4,8 +4,9 @@ Item{ property real ambient_light: 0.2 property color background_color: "#000000" - property color font_color: "#77ff77" + property color font_color: "#ffff77" + property real brightness_flickering: 0.4 property real noise_strength: 0.1 property real screen_distortion: 0.20 property real glowing_line_strength: 0.4 diff --git a/qml/cool-old-term/main.qml b/qml/cool-old-term/main.qml index 2faed3d..034c98c 100644 --- a/qml/cool-old-term/main.qml +++ b/qml/cool-old-term/main.qml @@ -84,6 +84,13 @@ ApplicationWindow{ property real glowing_line_strength: shadersettings.glowing_line_strength property real brightness: 1.0 + NumberAnimation on brightness{ + to: 1.0 + duration: 300 + onStopped: {to = 1 - Math.random() * shadersettings.brightness_flickering; start();} + running: true + } + property real deltay: 1.0 / terminal.height property real deltax: 1.0 / terminal.width //property real faulty_screen_prob: shadersettings.faulty_screen_prob @@ -109,6 +116,7 @@ ApplicationWindow{ uniform highp float noise_strength; uniform highp float screen_distorsion; uniform highp float glowing_line_strength; + uniform highp float brightness; uniform highp float deltax; uniform highp float deltay; @@ -157,7 +165,7 @@ ApplicationWindow{ //coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time))); //vec4 color = texture2D(source, coords); - vec4 color = blurredColor(source, coords); + vec4 color = blurredColor(source, coords) * brightness; float scanline_alpha = getScanlineIntensity(coords); float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y); float noise = stepNoise(coords) * noise_strength;