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	completed screen flickers (it still could use some work)
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		| @@ -74,8 +74,8 @@ ApplicationWindow { | |||||||
|                     } |                     } | ||||||
|                     SettingComponent{ |                     SettingComponent{ | ||||||
|                         name: "Screen flickering" |                         name: "Screen flickering" | ||||||
|                         onValueChanged: shadersettings.brightness_flickering = value; |                         onValueChanged: shadersettings.screen_flickering = value; | ||||||
|                         Component.onCompleted:  _value = shadersettings.brightness_flickering; |                         Component.onCompleted:  _value = shadersettings.screen_flickering; | ||||||
|                     } |                     } | ||||||
|                 } |                 } | ||||||
|             } |             } | ||||||
|   | |||||||
| @@ -6,7 +6,7 @@ Item{ | |||||||
|     property color background_color: "#002200" |     property color background_color: "#002200" | ||||||
|     property color font_color: "#00ff00" |     property color font_color: "#00ff00" | ||||||
|  |  | ||||||
|     property real brightness_flickering: 0.2 |     property real screen_flickering: 0.1 | ||||||
|     property real noise_strength: 0.1 |     property real noise_strength: 0.1 | ||||||
|     property real screen_distortion: 0.15 |     property real screen_distortion: 0.15 | ||||||
|     property real glowing_line_strength: 0.4 |     property real glowing_line_strength: 0.4 | ||||||
|   | |||||||
| @@ -99,18 +99,30 @@ ApplicationWindow{ | |||||||
|                 } |                 } | ||||||
|             } |             } | ||||||
|  |  | ||||||
|  |             Behavior on horizontal_distortion { | ||||||
|  |                 NumberAnimation{ | ||||||
|  |                     duration: 150 | ||||||
|  |                     onRunningChanged: | ||||||
|  |                         if(!running) shadercontainer.horizontal_distortion = 0.0; | ||||||
|  |                 } | ||||||
|  |             } | ||||||
|  |  | ||||||
|             Loader{ |             Loader{ | ||||||
|                 active: shadersettings.brightness_flickering != 0 |                 active: shadersettings.screen_flickering != 0 | ||||||
|                 sourceComponent: Timer{ |                 sourceComponent: Timer{ | ||||||
|                     property real randval |                     property real randval | ||||||
|                     id: flickertimer |                     id: flickertimer | ||||||
|                     interval: 500 |                     interval: 500 | ||||||
|                     onTriggered: { |                     onTriggered: { | ||||||
|                         console.log("Timer triggered") |  | ||||||
|                         randval = Math.random(); |                         randval = Math.random(); | ||||||
|                         if(randval < shadersettings.brightness_flickering) |                         if(randval < shadersettings.screen_flickering){ | ||||||
|                             shadercontainer.brightness = Math.random() * 0.5 + 0.5; |                             shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering; | ||||||
|  |                         } | ||||||
|  |                         randval = Math.random(); | ||||||
|  |                         if(randval < shadersettings.screen_flickering) | ||||||
|  |                         shadercontainer.brightness = Math.random() * 0.5 + 0.5; | ||||||
|                     } |                     } | ||||||
|  |  | ||||||
|                     repeat: true |                     repeat: true | ||||||
|                     running: true |                     running: true | ||||||
|                 } |                 } | ||||||
| @@ -118,6 +130,7 @@ ApplicationWindow{ | |||||||
|  |  | ||||||
|             property real deltay: 3 / terminal.height |             property real deltay: 3 / terminal.height | ||||||
|             property real deltax: 3 / terminal.width |             property real deltax: 3 / terminal.width | ||||||
|  |             property real horizontal_distortion: 0.0 | ||||||
|             //property real faulty_screen_prob: shadersettings.faulty_screen_prob |             //property real faulty_screen_prob: shadersettings.faulty_screen_prob | ||||||
|  |  | ||||||
|             NumberAnimation on time{ |             NumberAnimation on time{ | ||||||
| @@ -148,6 +161,8 @@ ApplicationWindow{ | |||||||
|  |  | ||||||
|                         uniform highp float scanlines; |                         uniform highp float scanlines; | ||||||
|  |  | ||||||
|  |                         uniform highp float horizontal_distortion; | ||||||
|  |  | ||||||
|                         float rand(vec2 co, float time){ |                         float rand(vec2 co, float time){ | ||||||
|                             return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453); |                             return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453); | ||||||
|                         } |                         } | ||||||
| @@ -188,13 +203,12 @@ ApplicationWindow{ | |||||||
|                         void main() { |                         void main() { | ||||||
|                             vec2 coords = distortCoordinates(qt_TexCoord0); |                             vec2 coords = distortCoordinates(qt_TexCoord0); | ||||||
|  |  | ||||||
|                             //Emulate faulty screen |                             //TODO This formula could be improved | ||||||
|                             //coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time))); |                             float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05)); | ||||||
|  |                             coords.x = coords.x + distortion * 0.3 * horizontal_distortion; | ||||||
|  |  | ||||||
|                             //vec4 color = texture2D(source, coords); |  | ||||||
|                             float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5; |                             float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5; | ||||||
|                             float scanline_alpha = getScanlineIntensity(coords) * scanlines; |                             float scanline_alpha = getScanlineIntensity(coords) * scanlines; | ||||||
|                             //float inside = step(0.0, coords.x) * step(-1.0, -coords.x)  * step(0.0, coords.y) * step(-1.0, -coords.y); |  | ||||||
|                             float noise = stepNoise(coords) * noise_strength; |                             float noise = stepNoise(coords) * noise_strength; | ||||||
|                             float randomPass = randomPass(coords) * glowing_line_strength; |                             float randomPass = randomPass(coords) * glowing_line_strength; | ||||||
|                             color += noise + randomPass; |                             color += noise + randomPass; | ||||||
|   | |||||||
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