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	Temporarily disabled normals
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		| @@ -12,7 +12,7 @@ TerminalFrame{ | ||||
|     borderTop: 116 | ||||
|     borderBottom: 116 | ||||
|     imageSource: "../images/screen-frame.png" | ||||
|     normalsSource: "../images/screen-frame-normals.png" | ||||
|     //normalsSource: "../images/screen-frame-normals.png" | ||||
|     sourceRect: Qt.rect(-65, -75, terminal.width + 130, terminal.height + 150) | ||||
|  | ||||
|     shaderString: "WhiteFrameShader.qml" | ||||
|   | ||||
| @@ -46,11 +46,11 @@ Item{ | ||||
|         sourceItem: frameimage | ||||
|         hideSource: true | ||||
|     } | ||||
|     ShaderEffectSource{ | ||||
|         id: framesourcenormals | ||||
|         sourceItem: framenormals | ||||
|         hideSource: true | ||||
|     } | ||||
| //    ShaderEffectSource{ | ||||
| //        id: framesourcenormals | ||||
| //        sourceItem: framenormals | ||||
| //        hideSource: true | ||||
| //    } | ||||
|     Loader{ | ||||
|         anchors.fill: frameimage | ||||
|         source: shaderString | ||||
|   | ||||
| @@ -2,16 +2,44 @@ import QtQuick 2.1 | ||||
|  | ||||
| ShaderEffect{ | ||||
|     property variant source: framesource | ||||
|     property variant normals: framesourcenormals | ||||
|     //property variant normals: framesourcenormals | ||||
|     property real screen_distorsion: shadersettings.screen_distortion | ||||
|     property real ambient_light: shadersettings.ambient_light | ||||
|     property color font_color: shadersettings.font_color | ||||
|     property color background_color: shadersettings.background_color | ||||
|     property real brightness: shadercontainer.brightness | ||||
|  | ||||
| //    fragmentShader: " | ||||
| //                            uniform sampler2D source; | ||||
| //                            uniform sampler2D normals; | ||||
| //                            uniform highp float screen_distorsion; | ||||
| //                            uniform highp float ambient_light; | ||||
|  | ||||
| //                            uniform highp vec4 font_color; | ||||
| //                            uniform highp vec4 background_color; | ||||
| //                            uniform highp float brightness; | ||||
|  | ||||
| //                            varying highp vec2 qt_TexCoord0; | ||||
|  | ||||
| //                            vec2 distortCoordinates(vec2 coords){ | ||||
| //                                vec2 cc = coords - vec2(0.5); | ||||
| //                                float dist = dot(cc, cc) * screen_distorsion; | ||||
| //                                return (coords + cc * (1.0 + dist) * dist); | ||||
| //                            } | ||||
|  | ||||
| //                            void main(){ | ||||
| //                                vec2 coords = distortCoordinates(qt_TexCoord0); | ||||
| //                                vec4 txt_color = texture2D(source, coords); | ||||
| //                                vec4 normala = texture2D(normals, coords); | ||||
| //                                vec3 normal = normalize(normala.rgb) * txt_color.a; | ||||
| //                                float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.4 * brightness; | ||||
| //                                vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection; | ||||
| //                                vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light); | ||||
| //                                gl_FragColor = vec4(final_color, txt_color.a); | ||||
| //                            }" | ||||
|  | ||||
|     fragmentShader: " | ||||
|                             uniform sampler2D source; | ||||
|                             uniform sampler2D normals; | ||||
|                             uniform highp float screen_distorsion; | ||||
|                             uniform highp float ambient_light; | ||||
|  | ||||
| @@ -30,10 +58,7 @@ ShaderEffect{ | ||||
|                             void main(){ | ||||
|                                 vec2 coords = distortCoordinates(qt_TexCoord0); | ||||
|                                 vec4 txt_color = texture2D(source, coords); | ||||
|                                 vec4 normala = texture2D(normals, coords); | ||||
|                                 vec3 normal = normalize(normala.rgb) * txt_color.a; | ||||
|                                 float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.4 * brightness; | ||||
|                                 vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection; | ||||
|                                 vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * 0.2 * brightness; | ||||
|                                 vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light); | ||||
|                                 gl_FragColor = vec4(final_color, txt_color.a); | ||||
|                             }" | ||||
|   | ||||
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