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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2025-01-18 12:15:27 +00:00

Remove unused code and fix some indentations.

This commit is contained in:
Filippo Scognamiglio 2014-09-14 01:14:12 +02:00
parent d1280f28c2
commit 2dbe129857
2 changed files with 17 additions and 93 deletions

View File

@ -333,84 +333,10 @@ Item{
wrapMode: ShaderEffectSource.Repeat
smooth: true
hideSource: true
//format: ShaderEffectSource.Alpha
}
// RASTERIZATION //////////////////////////////////////////////////////////
// ShaderEffect{
// id: rasterizationContainer
// width: frame.sourceRect.width
// height: frame.sourceRect.height
// property size offset: Qt.size(width - rasterizationEffect.width, height - rasterizationEffect.height)
// property size txtRes: Qt.size(width, height)
// blending: false
// fragmentShader:
// "uniform lowp float qt_Opacity;
// uniform highp vec2 offset;
// uniform highp vec2 txtRes;" +
// "varying highp vec2 qt_TexCoord0;" +
// "void main() {" +
// "float color = 1.0;
// color *= smoothstep(0.0, offset.x / txtRes.x, qt_TexCoord0.x);
// color *= smoothstep(0.0, offset.y / txtRes.y, qt_TexCoord0.y);
// color *= smoothstep(0.0, offset.x / txtRes.x, 1.0 - qt_TexCoord0.x);
// color *= smoothstep(0.0, offset.y / txtRes.y, 1.0 - qt_TexCoord0.y);" +
// "float distance = length(vec2(0.5) - qt_TexCoord0);" +
// "color = mix(color, 0.0, 1.2 * distance * distance);" +
// "gl_FragColor.a = color;" +
// "}"
// ShaderEffect {
// id: rasterizationEffect
// width: terminalContainer.width
// height: terminalContainer.height
// anchors.centerIn: parent
// property size virtual_resolution: Qt.size(kterminal.width, kterminal.height)
// blending: false
// fragmentShader:
// "uniform lowp float qt_Opacity;" +
// "varying highp vec2 qt_TexCoord0;
// uniform highp vec2 virtual_resolution;
// float getScanlineIntensity(vec2 coords) {
// float result = 1.0;" +
// (mScanlines != shadersettings.no_rasterization ?
// "result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") +
// (mScanlines == shadersettings.pixel_rasterization ?
// "result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
// return result;
// }" +
// "void main() {" +
// "float color = getScanlineIntensity(qt_TexCoord0);" +
// "float distance = length(vec2(0.5) - qt_TexCoord0);" +
// "color = mix(color, 0.0, 1.2 * distance * distance);" +
// "gl_FragColor.a = color;" +
// "}"
// onStatusChanged: if (log) console.log(log) //Print warning messages
// }
// onStatusChanged: if (log) console.log(log) //Print warning messages
// }
// ShaderEffectSource{
// id: rasterizationEffectSource
// sourceItem: rasterizationContainer
// hideSource: true
// smooth: true
// //format: ShaderEffectSource.Alpha
// }
ShaderEffect {
id: rasterizationEffect
width: parent.width
@ -423,25 +349,27 @@ Item{
"uniform lowp float qt_Opacity;" +
"varying highp vec2 qt_TexCoord0;
uniform highp vec2 virtual_resolution;
uniform highp vec2 virtual_resolution;
highp float getScanlineIntensity(vec2 coords) {
highp float result = 1.0;" +
(mScanlines != shadersettings.no_rasterization ?
"result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") +
(mScanlines == shadersettings.pixel_rasterization ?
"result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
return result;
}" +
highp float getScanlineIntensity(vec2 coords) {
highp float result = 1.0;" +
"void main() {" +
"highp float color = getScanlineIntensity(qt_TexCoord0);" +
(mScanlines != shadersettings.no_rasterization ?
"result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") +
(mScanlines == shadersettings.pixel_rasterization ?
"result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
"float distance = length(vec2(0.5) - qt_TexCoord0);" +
"color = mix(color, 0.0, 1.2 * distance * distance);" +
return result;
}" +
"gl_FragColor.a = color;" +
"}"
"void main() {" +
"highp float color = getScanlineIntensity(qt_TexCoord0);" +
"float distance = length(vec2(0.5) - qt_TexCoord0);" +
"color = mix(color, 0.0, 1.2 * distance * distance);" +
"gl_FragColor.a = color;" +
"}"
onStatusChanged: if (log) console.log(log) //Print warning messages
}

View File

@ -175,10 +175,6 @@ ShaderEffect {
:"
vec2 coords = qt_TexCoord0;") +
// (frameReflections ? "
// vec2 inside = step(0.0, coords) - step(1.0, coords);
// coords = abs(mod(floor(coords), 2.0) - fract(coords)) * clamp(inside.x + inside.y, 0.0, 1.0);" : "") +
(horizontal_sincronization !== 0 ? "
float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));