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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Remove unused code and fix some indentations.
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@ -333,84 +333,10 @@ Item{
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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 //////////////////////////////////////////////////////////
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// ShaderEffect{
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// id: rasterizationContainer
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// width: frame.sourceRect.width
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// height: frame.sourceRect.height
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// property size offset: Qt.size(width - rasterizationEffect.width, height - rasterizationEffect.height)
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// property size txtRes: Qt.size(width, height)
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// blending: false
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// fragmentShader:
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// "uniform lowp float qt_Opacity;
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// uniform highp vec2 offset;
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// uniform highp vec2 txtRes;" +
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// "varying highp vec2 qt_TexCoord0;" +
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// "void main() {" +
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// "float color = 1.0;
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// color *= smoothstep(0.0, offset.x / txtRes.x, qt_TexCoord0.x);
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// color *= smoothstep(0.0, offset.y / txtRes.y, qt_TexCoord0.y);
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// color *= smoothstep(0.0, offset.x / txtRes.x, 1.0 - qt_TexCoord0.x);
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// color *= smoothstep(0.0, offset.y / txtRes.y, 1.0 - qt_TexCoord0.y);" +
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// "float distance = length(vec2(0.5) - qt_TexCoord0);" +
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// "color = mix(color, 0.0, 1.2 * distance * distance);" +
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// "gl_FragColor.a = color;" +
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// "}"
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// ShaderEffect {
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// id: rasterizationEffect
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// width: terminalContainer.width
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// height: terminalContainer.height
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// anchors.centerIn: parent
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// property size virtual_resolution: Qt.size(kterminal.width, kterminal.height)
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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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// float getScanlineIntensity(vec2 coords) {
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// float result = 1.0;" +
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// (mScanlines != shadersettings.no_rasterization ?
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// "result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") +
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// (mScanlines == shadersettings.pixel_rasterization ?
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// "result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
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// return result;
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// }" +
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// "void main() {" +
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// "float color = getScanlineIntensity(qt_TexCoord0);" +
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// "float distance = length(vec2(0.5) - qt_TexCoord0);" +
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// "color = mix(color, 0.0, 1.2 * distance * distance);" +
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// "gl_FragColor.a = color;" +
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// "}"
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// onStatusChanged: if (log) console.log(log) //Print warning messages
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// }
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// onStatusChanged: if (log) console.log(log) //Print warning messages
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// }
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// ShaderEffectSource{
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// id: rasterizationEffectSource
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// sourceItem: rasterizationContainer
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// hideSource: true
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// smooth: true
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// //format: ShaderEffectSource.Alpha
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// }
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ShaderEffect {
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id: rasterizationEffect
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width: parent.width
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@ -423,25 +349,27 @@ Item{
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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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uniform highp vec2 virtual_resolution;
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highp float getScanlineIntensity(vec2 coords) {
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highp float result = 1.0;" +
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(mScanlines != shadersettings.no_rasterization ?
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"result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") +
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(mScanlines == shadersettings.pixel_rasterization ?
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"result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
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return result;
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}" +
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highp float getScanlineIntensity(vec2 coords) {
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highp float result = 1.0;" +
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"void main() {" +
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"highp float color = getScanlineIntensity(qt_TexCoord0);" +
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(mScanlines != shadersettings.no_rasterization ?
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"result *= abs(sin(coords.y * virtual_resolution.y * "+Math.PI+"));" : "") +
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(mScanlines == shadersettings.pixel_rasterization ?
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"result *= abs(sin(coords.x * virtual_resolution.x * "+Math.PI+"));" : "") + "
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"float distance = length(vec2(0.5) - qt_TexCoord0);" +
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"color = mix(color, 0.0, 1.2 * distance * distance);" +
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return result;
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}" +
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"gl_FragColor.a = color;" +
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"}"
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"void main() {" +
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"highp float color = getScanlineIntensity(qt_TexCoord0);" +
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"float distance = length(vec2(0.5) - qt_TexCoord0);" +
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"color = mix(color, 0.0, 1.2 * distance * distance);" +
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"gl_FragColor.a = color;" +
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"}"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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}
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@ -175,10 +175,6 @@ ShaderEffect {
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:"
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vec2 coords = qt_TexCoord0;") +
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// (frameReflections ? "
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// vec2 inside = step(0.0, coords) - step(1.0, coords);
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// coords = abs(mod(floor(coords), 2.0) - fract(coords)) * clamp(inside.x + inside.y, 0.0, 1.0);" : "") +
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(horizontal_sincronization !== 0 ? "
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float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
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h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
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