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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Improved noise
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parent
6c461acf28
commit
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@ -27,10 +27,12 @@ ShaderEffect {
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property variant source: terminal.theSource
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property variant bloomSource: terminal.bloomSource
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property variant rasterizationSource: terminal.rasterizationSource
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property variant noiseSource: terminal.staticNoiseSource
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property size txt_Size: Qt.size(frame.sourceRect.width, frame.sourceRect.height)
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property real bloom: shadersettings.bloom_strength
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property int rasterization: shadersettings.rasterization
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property real rasterization_strength: 0.5
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property real noise_strength: shadersettings.noise_strength
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property real screen_distorsion: shadersettings.screen_distortion
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@ -51,6 +53,8 @@ ShaderEffect {
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property real time: timetimer.time
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property variant randomFunctionSource: randfuncsource
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blending: false
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function str(num){
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return num.toFixed(8);
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}
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@ -102,7 +106,8 @@ ShaderEffect {
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(bloom !== 0 ? "
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uniform highp sampler2D bloomSource;" : "") +
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(noise_strength !== 0 ? "
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uniform highp float noise_strength;" : "") +
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uniform highp float noise_strength;
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uniform lowp sampler2D noiseSource;" : "") +
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(screen_distorsion !== 0 ? "
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uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "
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@ -112,22 +117,6 @@ ShaderEffect {
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(horizontal_sincronization !== 0 ? "
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varying lowp float horizontal_distortion;" : "") +
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"
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highp float rand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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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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(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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@ -162,7 +151,7 @@ ShaderEffect {
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"float color = texture2D(source, coords).a;" +
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(noise_strength !== 0 ? "
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color += stepNoise(coords) * noise * (1.0 - distance * distance * 2.0);" : "") +
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color += texture2D(noiseSource, qt_TexCoord0 * 0.25 + fract(time / 100.0)).a * noise * (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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@ -172,7 +161,7 @@ ShaderEffect {
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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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"finalColor *= texture2D(rasterizationSource, coords).a;" +
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"finalColor *= (texture2D(rasterizationSource, coords).a) / "+rasterization_strength+";" +
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(brightness_flickering !== 0 ? "
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finalColor *= brightness;" : "") +
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@ -29,6 +29,7 @@ Item{
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property variant theSource: finalSource
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property variant bloomSource: bloomSourceLoader.item
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property variant rasterizationSource: rasterizationEffectSource
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property variant staticNoiseSource: staticNoiseSource
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property alias kterminal: kterminal
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@ -227,7 +228,7 @@ Item{
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property size virtual_resolution: parent.virtual_resolution
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property size delta: Qt.size((mScanlines == shadersettings.pixel_rasterization ? deltax : 0),
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mScanlines != shadersettings.no_rasterization ? deltay : 0)
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z: 2
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blending: false
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fragmentShader:
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"uniform lowp float qt_Opacity;" +
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@ -286,12 +287,57 @@ Item{
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smooth: false
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}
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}
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//Rasterization mask
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ShaderEffect {
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id: staticNoiseEffect
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anchors.fill: parent
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property size virtual_resolution: terminalContainer.virtual_resolution
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blending: false
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fragmentShader:
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"uniform lowp float qt_Opacity;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec2 virtual_resolution;" +
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"highp float rand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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float stepNoise(vec2 p){
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vec2 newP = p * virtual_resolution;
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return rand(newP);
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}" +
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"void main() {" +
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"gl_FragColor.a = stepNoise(qt_TexCoord0);" +
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"}"
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}
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ShaderEffectSource{
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id: staticNoiseSource
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sourceItem: staticNoiseEffect
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textureSize: Qt.size(parent.width, parent.height)
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wrapMode: ShaderEffectSource.Repeat
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smooth: true
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hideSource: true
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format: ShaderEffectSource.Alpha
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}
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//Rasterization mask
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ShaderEffect {
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id: rasterizationEffect
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anchors.fill: parent
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property size virtual_resolution: terminalContainer.virtual_resolution
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blending: false
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fragmentShader:
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"uniform lowp float qt_Opacity;" +
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE QtCreatorProject>
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<!-- Written by QtCreator 3.0.1, 2014-06-07T14:58:56. -->
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<!-- Written by QtCreator 3.0.1, 2014-06-11T00:00:49. -->
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<qtcreator>
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<data>
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<variable>ProjectExplorer.Project.ActiveTarget</variable>
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