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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
added flickering brightness
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3f41a9f2fc
commit
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@ -4,8 +4,9 @@ Item{
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property real ambient_light: 0.2
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property color background_color: "#000000"
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property color font_color: "#77ff77"
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property color font_color: "#ffff77"
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property real brightness_flickering: 0.4
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property real noise_strength: 0.1
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property real screen_distortion: 0.20
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property real glowing_line_strength: 0.4
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@ -84,6 +84,13 @@ ApplicationWindow{
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property real glowing_line_strength: shadersettings.glowing_line_strength
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property real brightness: 1.0
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NumberAnimation on brightness{
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to: 1.0
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duration: 300
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onStopped: {to = 1 - Math.random() * shadersettings.brightness_flickering; start();}
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running: true
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}
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property real deltay: 1.0 / terminal.height
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property real deltax: 1.0 / terminal.width
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
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@ -109,6 +116,7 @@ ApplicationWindow{
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uniform highp float noise_strength;
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uniform highp float screen_distorsion;
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uniform highp float glowing_line_strength;
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uniform highp float brightness;
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uniform highp float deltax;
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uniform highp float deltay;
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@ -157,7 +165,7 @@ ApplicationWindow{
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//coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
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//vec4 color = texture2D(source, coords);
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vec4 color = blurredColor(source, coords);
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vec4 color = blurredColor(source, coords) * brightness;
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float scanline_alpha = getScanlineIntensity(coords);
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float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
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float noise = stepNoise(coords) * noise_strength;
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