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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-04-15 07:10:58 +01:00
completed screen flickers (it still could use some work)
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dd129890d2
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@ -74,8 +74,8 @@ ApplicationWindow {
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}
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}
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SettingComponent{
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SettingComponent{
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name: "Screen flickering"
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name: "Screen flickering"
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onValueChanged: shadersettings.brightness_flickering = value;
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onValueChanged: shadersettings.screen_flickering = value;
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Component.onCompleted: _value = shadersettings.brightness_flickering;
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Component.onCompleted: _value = shadersettings.screen_flickering;
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}
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}
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}
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}
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}
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}
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@ -6,7 +6,7 @@ Item{
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property color background_color: "#002200"
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property color background_color: "#002200"
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property color font_color: "#00ff00"
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property color font_color: "#00ff00"
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property real brightness_flickering: 0.2
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property real screen_flickering: 0.1
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property real noise_strength: 0.1
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property real noise_strength: 0.1
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property real screen_distortion: 0.15
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property real screen_distortion: 0.15
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property real glowing_line_strength: 0.4
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property real glowing_line_strength: 0.4
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@ -99,18 +99,30 @@ ApplicationWindow{
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}
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}
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}
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}
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Behavior on horizontal_distortion {
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NumberAnimation{
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duration: 150
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onRunningChanged:
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if(!running) shadercontainer.horizontal_distortion = 0.0;
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}
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}
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Loader{
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Loader{
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active: shadersettings.brightness_flickering != 0
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active: shadersettings.screen_flickering != 0
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sourceComponent: Timer{
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sourceComponent: Timer{
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property real randval
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property real randval
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id: flickertimer
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id: flickertimer
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interval: 500
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interval: 500
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onTriggered: {
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onTriggered: {
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console.log("Timer triggered")
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randval = Math.random();
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randval = Math.random();
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if(randval < shadersettings.brightness_flickering)
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if(randval < shadersettings.screen_flickering){
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shadercontainer.brightness = Math.random() * 0.5 + 0.5;
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shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
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}
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randval = Math.random();
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if(randval < shadersettings.screen_flickering)
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shadercontainer.brightness = Math.random() * 0.5 + 0.5;
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}
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}
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repeat: true
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repeat: true
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running: true
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running: true
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}
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}
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@ -118,6 +130,7 @@ ApplicationWindow{
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property real deltay: 3 / terminal.height
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property real deltay: 3 / terminal.height
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property real deltax: 3 / terminal.width
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property real deltax: 3 / terminal.width
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property real horizontal_distortion: 0.0
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
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//property real faulty_screen_prob: shadersettings.faulty_screen_prob
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NumberAnimation on time{
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NumberAnimation on time{
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@ -148,6 +161,8 @@ ApplicationWindow{
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uniform highp float scanlines;
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uniform highp float scanlines;
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uniform highp float horizontal_distortion;
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float rand(vec2 co, float time){
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float rand(vec2 co, float time){
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return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
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return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
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}
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}
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@ -188,13 +203,12 @@ ApplicationWindow{
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void main() {
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void main() {
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vec2 coords = distortCoordinates(qt_TexCoord0);
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vec2 coords = distortCoordinates(qt_TexCoord0);
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//Emulate faulty screen
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//TODO This formula could be improved
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//coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
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float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
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coords.x = coords.x + distortion * 0.3 * horizontal_distortion;
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//vec4 color = texture2D(source, coords);
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float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
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float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
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float scanline_alpha = getScanlineIntensity(coords) * scanlines;
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float scanline_alpha = getScanlineIntensity(coords) * scanlines;
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//float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
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float noise = stepNoise(coords) * noise_strength;
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float noise = stepNoise(coords) * noise_strength;
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float randomPass = randomPass(coords) * glowing_line_strength;
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float randomPass = randomPass(coords) * glowing_line_strength;
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color += noise + randomPass;
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color += noise + randomPass;
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