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Fiune tunings in frame reflections.
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@ -80,7 +80,7 @@ Item{
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property var fonts_list: fontlist
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property bool frame_reflections: true
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property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.2
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property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.15
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property var profiles_list: profileslist
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property int profiles_index: 0
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@ -19,6 +19,8 @@ ShaderEffect{
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(font_color.b*0.3 + background_color.b*0.7),
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1.0)
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blending: true
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vertexShader: "
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uniform highp mat4 qt_Matrix;
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uniform highp float time;
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@ -64,9 +66,10 @@ ShaderEffect{
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vec4 txt_normal = texture2D(normals, coords);
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vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
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vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
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float reflection = dot(normal, light_dir) * 0.5 * txt_normal.a;
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float reflection_alpha = (1.0 - reflection*"+frame_reflection_strength.toFixed(1)+");
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vec4 dark_color = vec4(reflection_color.rgb * (reflection + 0.2) * 0.5, txt_normal.a * reflection_alpha);
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float diffuse = dot(normal, light_dir);
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float reflection = (diffuse * 0.6 + 0.4) * txt_normal.a;
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float reflection_alpha = (1.0 - diffuse*"+frame_reflection_strength.toFixed(1)+");
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vec4 dark_color = vec4(reflection_color.rgb * reflection * 0.4, txt_normal.a * reflection_alpha);
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gl_FragColor = mix(dark_color, txt_color, ambient_light);
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}"
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