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	added flickering brightness
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		| @@ -4,8 +4,9 @@ Item{ | |||||||
|     property real ambient_light: 0.2 |     property real ambient_light: 0.2 | ||||||
|  |  | ||||||
|     property color background_color: "#000000" |     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 noise_strength: 0.1 | ||||||
|     property real screen_distortion: 0.20 |     property real screen_distortion: 0.20 | ||||||
|     property real glowing_line_strength: 0.4 |     property real glowing_line_strength: 0.4 | ||||||
|   | |||||||
| @@ -84,6 +84,13 @@ ApplicationWindow{ | |||||||
|         property real glowing_line_strength: shadersettings.glowing_line_strength |         property real glowing_line_strength: shadersettings.glowing_line_strength | ||||||
|         property real brightness: 1.0 |         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 deltay: 1.0 / terminal.height | ||||||
|         property real deltax: 1.0 / terminal.width |         property real deltax: 1.0 / terminal.width | ||||||
|         //property real faulty_screen_prob: shadersettings.faulty_screen_prob |         //property real faulty_screen_prob: shadersettings.faulty_screen_prob | ||||||
| @@ -109,6 +116,7 @@ ApplicationWindow{ | |||||||
|                         uniform highp float noise_strength; |                         uniform highp float noise_strength; | ||||||
|                         uniform highp float screen_distorsion; |                         uniform highp float screen_distorsion; | ||||||
|                         uniform highp float glowing_line_strength; |                         uniform highp float glowing_line_strength; | ||||||
|  |                         uniform highp float brightness; | ||||||
|  |  | ||||||
|                         uniform highp float deltax; |                         uniform highp float deltax; | ||||||
|                         uniform highp float deltay; |                         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))); |                             //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 = texture2D(source, coords); | ||||||
|                             vec4 color = blurredColor(source, coords); |                             vec4 color = blurredColor(source, coords) * brightness; | ||||||
|                             float scanline_alpha = getScanlineIntensity(coords); |                             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 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; |                             float noise = stepNoise(coords) * noise_strength; | ||||||
|   | |||||||
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