mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Merge pull request #487 from Swordfish90/framebuffer
Separate dynamic effects (the one based on time) from static ones. This caches a lot of computations and reduce resource consumption.
This commit is contained in:
commit
633e4e642c
@ -48,7 +48,7 @@ QtObject{
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property bool showTerminalSize: true
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property real windowScaling: 1.0
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property real fps: 24
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property real fps: 20
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property bool verbose: false
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property real bloomQuality: 0.5
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@ -73,7 +73,7 @@ QtObject{
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property color backgroundColor: Utils.mix(Utils.strToColor(_backgroundColor), Utils.strToColor(saturatedColor), 0.7 + (contrast * 0.3))
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property real staticNoise: 0.12
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property real screenCurvature: 0.2
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property real screenCurvature: 0.3
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property real glowingLine: 0.2
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property real burnIn: 0.25
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property real bloom: 0.55
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@ -155,7 +155,7 @@ QtObject{
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if (index === undefined) return;
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fontManager.item.selectedFontIndex = index;
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fontManager.item.scaling = totalFontScaling * windowScaling;
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fontManager.item.scaling = totalFontScaling;
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var fontSource = fontManager.item.source;
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var pixelSize = fontManager.item.pixelSize;
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@ -384,7 +384,7 @@ QtObject{
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"rasterization": 0,
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"rbgShift": 0,
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"saturationColor": 0.2483,
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"screenCurvature": 0.1997,
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"screenCurvature": 0.3,
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"staticNoise": 0.1198,
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"windowOpacity": 1
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}'
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@ -411,7 +411,7 @@ QtObject{
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"rasterization": 0,
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"rbgShift": 0,
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"saturationColor": 0.0,
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"screenCurvature": 0.1997,
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"screenCurvature": 0.3,
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"staticNoise": 0.1198,
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"windowOpacity": 1
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}'
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@ -438,7 +438,7 @@ QtObject{
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"rasterization": 1,
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"rbgShift": 0,
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"saturationColor": 0.5,
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"screenCurvature": 0.2,
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"screenCurvature": 0.3,
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"staticNoise": 0.15,
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"windowOpacity": 1
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}'
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@ -466,7 +466,7 @@ QtObject{
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"rbgShift": 0,
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"saturationColor": 0,
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"screenCurvature": 0,
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"staticNoise": 0.1545,
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"staticNoise": 0.15,
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"windowOpacity": 1
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}'
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builtin: true
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@ -492,7 +492,7 @@ QtObject{
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"rasterization": 1,
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"rbgShift": 0,
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"saturationColor": 0,
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"screenCurvature": 0.8976,
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"screenCurvature": 0.5,
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"staticNoise": 0.099,
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"windowOpacity": 1
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}'
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@ -519,7 +519,7 @@ QtObject{
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"rasterization": 1,
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"rbgShift": 0.2969,
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"saturationColor": 0,
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"screenCurvature": 0.3003,
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"screenCurvature": 0.5,
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"staticNoise": 0.2969,
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"windowOpacity": 1
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}'
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@ -546,7 +546,7 @@ QtObject{
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"rasterization": 0,
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"rbgShift": 0.3524,
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"saturationColor": 0,
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"screenCurvature": 0.401,
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"screenCurvature": 0.4,
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"staticNoise": 0.0503,
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"windowOpacity": 1
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}'
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@ -573,7 +573,7 @@ QtObject{
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"rasterization": 0,
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"rbgShift": 0,
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"saturationColor": 0,
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"screenCurvature": 0.1997,
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"screenCurvature": 0.2,
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"staticNoise": 0,
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"windowOpacity": 1
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}'
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@ -600,7 +600,7 @@ QtObject{
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"rasterization": 0,
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"rbgShift": 0,
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"saturationColor": 0.4983,
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"screenCurvature": 0.05,
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"screenCurvature": 0,
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"staticNoise": 0.0955,
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"windowOpacity": 0.7
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}'
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@ -13,8 +13,6 @@ ShaderEffect {
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real shadowLength: 0.5 * screenCurvature * Utils.lint(0.50, 1.5, _ambientLight)
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visible: screenCurvature != 0
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fragmentShader: "
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#ifdef GL_ES
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precision mediump float;
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@ -53,7 +51,6 @@ ShaderEffect {
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float alpha = 0.0;
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float outShadowLength = shadowLength;
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float inShadowLength = 0.5 * shadowLength;
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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outShadow = clamp(0.0, 1.0, outShadow);
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@ -61,10 +58,6 @@ ShaderEffect {
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alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
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float inShadow = min2(step(vec2(0.0), coords) - step(vec2(1.0), coords));
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inShadow -= min2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
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alpha += 0.35 * inShadow;
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gl_FragColor = vec4(color * alpha, alpha);
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}
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"
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@ -23,62 +23,92 @@ import QtQuick.Controls 1.1
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import QtQuick.Layouts 1.1
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Tab{
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GroupBox{
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title: qsTr("Effects")
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ColumnLayout{
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anchors.fill: parent
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ColumnLayout{
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anchors.fill: parent
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spacing: 2
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CheckableSlider{
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name: qsTr("Bloom")
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onNewValue: appSettings.bloom = newValue
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value: appSettings.bloom
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spacing: 2
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GroupBox{
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title: qsTr("Effects")
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Layout.fillWidth: true
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ColumnLayout {
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anchors.fill: parent
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CheckableSlider{
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name: qsTr("Bloom")
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onNewValue: appSettings.bloom = newValue
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value: appSettings.bloom
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}
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CheckableSlider{
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name: qsTr("BurnIn")
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onNewValue: appSettings.burnIn = newValue
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value: appSettings.burnIn
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}
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CheckableSlider{
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name: qsTr("Static Noise")
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onNewValue: appSettings.staticNoise = newValue
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value: appSettings.staticNoise
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}
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CheckableSlider{
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name: qsTr("Jitter")
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onNewValue: appSettings.jitter = newValue
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value: appSettings.jitter
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}
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CheckableSlider{
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name: qsTr("Glow Line")
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onNewValue: appSettings.glowingLine = newValue;
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value: appSettings.glowingLine
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}
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CheckableSlider{
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name: qsTr("Screen Curvature")
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onNewValue: appSettings.screenCurvature = newValue;
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value: appSettings.screenCurvature;
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}
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CheckableSlider{
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name: qsTr("Ambient Light")
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onNewValue: appSettings.ambientLight = newValue;
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value: appSettings.ambientLight
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enabled: appSettings.framesIndex !== 0
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}
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CheckableSlider{
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name: qsTr("Flickering")
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onNewValue: appSettings.flickering = newValue;
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value: appSettings.flickering;
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}
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CheckableSlider{
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name: qsTr("Horizontal Sync")
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onNewValue: appSettings.horizontalSync = newValue;
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value: appSettings.horizontalSync;
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}
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CheckableSlider{
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name: qsTr("RGB Shift")
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onNewValue: appSettings.rbgShift = newValue;
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value: appSettings.rbgShift;
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}
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}
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CheckableSlider{
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name: qsTr("BurnIn")
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onNewValue: appSettings.burnIn = newValue
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value: appSettings.burnIn
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}
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CheckableSlider{
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name: qsTr("Static Noise")
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onNewValue: appSettings.staticNoise = newValue
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value: appSettings.staticNoise
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}
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CheckableSlider{
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name: qsTr("Jitter")
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onNewValue: appSettings.jitter = newValue
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value: appSettings.jitter
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}
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CheckableSlider{
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name: qsTr("Glow Line")
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onNewValue: appSettings.glowingLine = newValue;
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value: appSettings.glowingLine
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}
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CheckableSlider{
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name: qsTr("Screen Curvature")
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onNewValue: appSettings.screenCurvature = newValue;
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value: appSettings.screenCurvature;
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}
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CheckableSlider{
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name: qsTr("Ambient Light")
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onNewValue: appSettings.ambientLight = newValue;
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value: appSettings.ambientLight
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enabled: appSettings.framesIndex !== 0
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}
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CheckableSlider{
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name: qsTr("Flickering")
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onNewValue: appSettings.flickering = newValue;
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value: appSettings.flickering;
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}
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CheckableSlider{
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name: qsTr("Horizontal Sync")
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onNewValue: appSettings.horizontalSync = newValue;
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value: appSettings.horizontalSync;
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}
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CheckableSlider{
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name: qsTr("RGB Shift")
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onNewValue: appSettings.rbgShift = newValue;
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value: appSettings.rbgShift;
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}
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GroupBox{
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title: qsTr("Lights")
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Layout.fillWidth: true
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GridLayout{
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anchors.fill: parent
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columns: 2
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Label{ text: qsTr("Brightness") }
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SimpleSlider{
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onValueChanged: appSettings.brightness = value
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value: appSettings.brightness
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}
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Label{ text: qsTr("Contrast") }
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SimpleSlider{
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onValueChanged: appSettings.contrast = value
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value: appSettings.contrast
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}
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Label{ text: qsTr("Opacity") }
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SimpleSlider{
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onValueChanged: appSettings.windowOpacity = value
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value: appSettings.windowOpacity
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}
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}
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}
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}
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@ -1,67 +0,0 @@
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/*******************************************************************************
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* Copyright (c) 2013 "Filippo Scognamiglio"
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* https://github.com/Swordfish90/cool-retro-term
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*
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* This file is part of cool-retro-term.
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*
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* cool-retro-term is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*******************************************************************************/
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import QtQuick 2.2
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import QtQuick.Controls 1.1
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import QtQuick.Layouts 1.1
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import QtQuick.Dialogs 1.1
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Tab{
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ColumnLayout{
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anchors.fill: parent
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GroupBox{
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title: qsTr("Rasterization Mode")
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Layout.fillWidth: true
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ComboBox {
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id: rasterizationBox
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property string selectedElement: model[currentIndex]
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anchors.fill: parent
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model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")]
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currentIndex: appSettings.rasterization
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onCurrentIndexChanged: {
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appSettings.rasterization = currentIndex
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}
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}
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}
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GroupBox{
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title: qsTr("Lights")
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Layout.fillWidth: true
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GridLayout{
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anchors.fill: parent
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columns: 2
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Label{ text: qsTr("Brightness") }
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SimpleSlider{
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onValueChanged: appSettings.brightness = value
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value: appSettings.brightness
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}
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Label{ text: qsTr("Contrast") }
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SimpleSlider{
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onValueChanged: appSettings.contrast = value
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value: appSettings.contrast
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}
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Label{ text: qsTr("Opacity") }
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SimpleSlider{
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onValueChanged: appSettings.windowOpacity = value
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value: appSettings.windowOpacity
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}
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}
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}
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}
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}
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@ -27,13 +27,26 @@ import "Components"
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Tab{
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ColumnLayout{
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anchors.fill: parent
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GroupBox{
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property var rasterization: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")][appSettings.rasterization]
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title: qsTr("Font " + "(" + rasterization + ")")
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title: qsTr("Font")
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Layout.fillWidth: true
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GridLayout{
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anchors.fill: parent
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columns: 2
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Label { text: qsTr("Rasterization") }
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ComboBox {
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id: rasterizationBox
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property string selectedElement: model[currentIndex]
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Layout.fillWidth: true
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model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels")]
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currentIndex: appSettings.rasterization
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onCurrentIndexChanged: {
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appSettings.rasterization = currentIndex
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}
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}
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Label{ text: qsTr("Name") }
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ComboBox{
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id: fontChanger
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|
@ -28,7 +28,7 @@ Window {
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id: settings_window
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title: qsTr("Settings")
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width: 580
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height: 400
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height: 500
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property int tabmargins: 15
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@ -42,12 +42,6 @@ Window {
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anchors.fill: parent
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anchors.margins: tabmargins
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}
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SettingsScreenTab{
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id: screenTab
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title: qsTr("Screen")
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anchors.fill: parent
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anchors.margins: tabmargins
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}
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SettingsTerminalTab{
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id: terminalTab
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title: qsTr("Terminal")
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|
@ -23,330 +23,483 @@ import QtGraphicalEffects 1.0
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import "utils.js" as Utils
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||||
|
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ShaderEffect {
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Item {
|
||||
property ShaderEffectSource source
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property BurnInEffect burnInEffect
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property ShaderEffectSource bloomSource
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|
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property color fontColor: appSettings.fontColor
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property color backgroundColor: appSettings.backgroundColor
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property real bloom: appSettings.bloom * 2.5
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|
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property ShaderEffectSource burnInSource: burnInEffect.source
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property real burnIn: appSettings.burnIn
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||||
property real burnInLastUpdate: burnInEffect.lastUpdate
|
||||
property real burnInTime: burnInEffect.burnInFadeTime
|
||||
|
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property real jitter: appSettings.jitter
|
||||
property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
|
||||
|
||||
property real staticNoise: appSettings.staticNoise
|
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property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
|
||||
(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
|
||||
|
||||
property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
|
||||
property real glowingLine: appSettings.glowingLine * 0.2
|
||||
|
||||
property real chromaColor: appSettings.chromaColor;
|
||||
|
||||
property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling
|
||||
|
||||
property real flickering: appSettings.flickering
|
||||
property real horizontalSync: appSettings.horizontalSync * 0.5
|
||||
|
||||
property int rasterization: appSettings.rasterization
|
||||
|
||||
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
|
||||
property real chromaColor: appSettings.chromaColor
|
||||
|
||||
property real ambientLight: appSettings.ambientLight * 0.2
|
||||
|
||||
property size virtual_resolution
|
||||
|
||||
property real time: timeManager.time
|
||||
property ShaderEffectSource noiseSource: noiseShaderSource
|
||||
ShaderEffect {
|
||||
id: dynamicShader
|
||||
|
||||
// If something goes wrong activate the fallback version of the shader.
|
||||
property bool fallBack: false
|
||||
property ShaderEffectSource screenBuffer: frameBuffer
|
||||
property ShaderEffectSource burnInSource: burnInEffect.source
|
||||
|
||||
blending: false
|
||||
property color fontColor: parent.fontColor
|
||||
property color backgroundColor: parent.backgroundColor
|
||||
property real screenCurvature: parent.screenCurvature
|
||||
property real chromaColor: parent.chromaColor
|
||||
property real ambientLight: parent.ambientLight
|
||||
|
||||
//Smooth random texture used for flickering effect.
|
||||
Image{
|
||||
id: noiseTexture
|
||||
source: "images/allNoise512.png"
|
||||
width: 512
|
||||
height: 512
|
||||
fillMode: Image.Tile
|
||||
visible: false
|
||||
}
|
||||
ShaderEffectSource{
|
||||
id: noiseShaderSource
|
||||
sourceItem: noiseTexture
|
||||
wrapMode: ShaderEffectSource.Repeat
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
property real flickering: appSettings.flickering
|
||||
property real horizontalSync: appSettings.horizontalSync * 0.5
|
||||
property real glowingLine: appSettings.glowingLine * 0.2
|
||||
property real burnIn: appSettings.burnIn
|
||||
property real burnInLastUpdate: burnInEffect.lastUpdate
|
||||
property real burnInTime: burnInEffect.burnInFadeTime
|
||||
property real jitter: appSettings.jitter
|
||||
property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
|
||||
property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
|
||||
property real staticNoise: appSettings.staticNoise
|
||||
property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
|
||||
(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
|
||||
|
||||
//Print the number with a reasonable precision for the shader.
|
||||
function str(num){
|
||||
return num.toFixed(8);
|
||||
}
|
||||
property size virtual_resolution: parent.virtual_resolution
|
||||
|
||||
vertexShader: "
|
||||
uniform highp mat4 qt_Matrix;
|
||||
uniform highp float time;
|
||||
property real time: timeManager.time
|
||||
property ShaderEffectSource noiseSource: noiseShaderSource
|
||||
|
||||
attribute highp vec4 qt_Vertex;
|
||||
attribute highp vec2 qt_MultiTexCoord0;
|
||||
// If something goes wrong activate the fallback version of the shader.
|
||||
property bool fallBack: false
|
||||
|
||||
varying highp vec2 qt_TexCoord0;" +
|
||||
anchors.fill: parent
|
||||
blending: false
|
||||
|
||||
(!fallBack ? "
|
||||
uniform sampler2D noiseSource;" : "") +
|
||||
//Smooth random texture used for flickering effect.
|
||||
Image{
|
||||
id: noiseTexture
|
||||
source: "images/allNoise512.png"
|
||||
width: 512
|
||||
height: 512
|
||||
fillMode: Image.Tile
|
||||
visible: false
|
||||
}
|
||||
ShaderEffectSource{
|
||||
id: noiseShaderSource
|
||||
sourceItem: noiseTexture
|
||||
wrapMode: ShaderEffectSource.Repeat
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
(!fallBack && rbgShift !== 0.0 ?"
|
||||
varying lowp vec4 constantNoise;" : "") +
|
||||
//Print the number with a reasonable precision for the shader.
|
||||
function str(num){
|
||||
return num.toFixed(8);
|
||||
}
|
||||
|
||||
(!fallBack && flickering !== 0.0 ?"
|
||||
varying lowp float brightness;
|
||||
uniform lowp float flickering;" : "") +
|
||||
vertexShader: "
|
||||
uniform highp mat4 qt_Matrix;
|
||||
uniform highp float time;
|
||||
|
||||
(!fallBack && horizontalSync !== 0.0 ?"
|
||||
uniform lowp float horizontalSync;
|
||||
varying lowp float distortionScale;
|
||||
varying lowp float distortionFreq;" : "") +
|
||||
attribute highp vec4 qt_Vertex;
|
||||
attribute highp vec2 qt_MultiTexCoord0;
|
||||
|
||||
"
|
||||
void main() {
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
|
||||
varying highp vec2 qt_TexCoord0;" +
|
||||
|
||||
(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0) ?
|
||||
"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
|
||||
: "") +
|
||||
(!fallBack ? "
|
||||
uniform sampler2D noiseSource;" : "") +
|
||||
|
||||
(!fallBack && rbgShift !== 0.0 ?"
|
||||
constantNoise = initialNoiseTexel;" : "") +
|
||||
(!fallBack && flickering !== 0.0 ?"
|
||||
varying lowp float brightness;
|
||||
uniform lowp float flickering;" : "") +
|
||||
|
||||
(!fallBack && flickering !== 0.0 ? "
|
||||
brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
|
||||
: "") +
|
||||
(!fallBack && horizontalSync !== 0.0 ?"
|
||||
uniform lowp float horizontalSync;
|
||||
varying lowp float distortionScale;
|
||||
varying lowp float distortionFreq;" : "") +
|
||||
|
||||
(!fallBack && horizontalSync !== 0.0 ? "
|
||||
float randval = horizontalSync - initialNoiseTexel.r;
|
||||
distortionScale = step(0.0, randval) * randval * horizontalSync;
|
||||
distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
|
||||
: "") +
|
||||
"
|
||||
void main() {
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
|
||||
|
||||
"gl_Position = qt_Matrix * qt_Vertex;
|
||||
}"
|
||||
(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
|
||||
"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
|
||||
: "") +
|
||||
|
||||
fragmentShader: "
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
(!fallBack && flickering !== 0.0 ? "
|
||||
brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
|
||||
: "") +
|
||||
|
||||
uniform sampler2D source;
|
||||
uniform highp float qt_Opacity;
|
||||
uniform highp float time;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
(!fallBack && horizontalSync !== 0.0 ? "
|
||||
float randval = horizontalSync - initialNoiseTexel.r;
|
||||
distortionScale = step(0.0, randval) * randval * horizontalSync;
|
||||
distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
|
||||
: "") +
|
||||
|
||||
uniform highp vec4 fontColor;
|
||||
uniform highp vec4 backgroundColor;
|
||||
uniform lowp float screen_brightness;
|
||||
"gl_Position = qt_Matrix * qt_Vertex;
|
||||
}"
|
||||
|
||||
uniform highp vec2 virtual_resolution;" +
|
||||
fragmentShader: "
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
(bloom !== 0 ? "
|
||||
uniform highp sampler2D bloomSource;
|
||||
uniform lowp float bloom;" : "") +
|
||||
(burnIn !== 0 ? "
|
||||
uniform sampler2D burnInSource;
|
||||
uniform highp float burnInLastUpdate;
|
||||
uniform highp float burnInTime;" : "") +
|
||||
(staticNoise !== 0 ? "
|
||||
uniform highp float staticNoise;" : "") +
|
||||
(((staticNoise !== 0 || jitter !== 0 || rbgShift)
|
||||
||(fallBack && (flickering || horizontalSync))) ? "
|
||||
uniform lowp sampler2D noiseSource;
|
||||
uniform highp vec2 scaleNoiseSize;" : "") +
|
||||
(screenCurvature !== 0 ? "
|
||||
uniform highp float screenCurvature;" : "") +
|
||||
(glowingLine !== 0 ? "
|
||||
uniform highp float glowingLine;" : "") +
|
||||
(chromaColor !== 0 ? "
|
||||
uniform lowp float chromaColor;" : "") +
|
||||
(jitter !== 0 ? "
|
||||
uniform lowp vec2 jitterDisplacement;" : "") +
|
||||
(rbgShift !== 0 ? "
|
||||
uniform lowp float rbgShift;" : "") +
|
||||
(ambientLight !== 0 ? "
|
||||
uniform lowp float ambientLight;" : "") +
|
||||
uniform sampler2D screenBuffer;
|
||||
uniform highp float qt_Opacity;
|
||||
uniform highp float time;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
(fallBack && horizontalSync !== 0 ? "
|
||||
uniform lowp float horizontalSync;" : "") +
|
||||
(fallBack && flickering !== 0.0 ?"
|
||||
uniform lowp float flickering;" : "") +
|
||||
(!fallBack && flickering !== 0 ? "
|
||||
varying lowp float brightness;"
|
||||
: "") +
|
||||
(!fallBack && horizontalSync !== 0 ? "
|
||||
varying lowp float distortionScale;
|
||||
varying lowp float distortionFreq;" : "") +
|
||||
uniform highp vec4 fontColor;
|
||||
uniform highp vec4 backgroundColor;
|
||||
uniform lowp float shadowLength;
|
||||
|
||||
(!fallBack && rbgShift !== 0.0 ?"
|
||||
varying lowp vec4 constantNoise;" : "") +
|
||||
uniform highp vec2 virtual_resolution;" +
|
||||
|
||||
(glowingLine !== 0 ? "
|
||||
float randomPass(vec2 coords){
|
||||
return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
|
||||
}" : "") +
|
||||
(burnIn !== 0 ? "
|
||||
uniform sampler2D burnInSource;
|
||||
uniform highp float burnInLastUpdate;
|
||||
uniform highp float burnInTime;" : "") +
|
||||
(staticNoise !== 0 ? "
|
||||
uniform highp float staticNoise;" : "") +
|
||||
(((staticNoise !== 0 || jitter !== 0)
|
||||
||(fallBack && (flickering || horizontalSync))) ? "
|
||||
uniform lowp sampler2D noiseSource;
|
||||
uniform highp vec2 scaleNoiseSize;" : "") +
|
||||
(screenCurvature !== 0 ? "
|
||||
uniform highp float screenCurvature;" : "") +
|
||||
(glowingLine !== 0 ? "
|
||||
uniform highp float glowingLine;" : "") +
|
||||
(chromaColor !== 0 ? "
|
||||
uniform lowp float chromaColor;" : "") +
|
||||
(jitter !== 0 ? "
|
||||
uniform lowp vec2 jitterDisplacement;" : "") +
|
||||
(ambientLight !== 0 ? "
|
||||
uniform lowp float ambientLight;" : "") +
|
||||
|
||||
"highp float getScanlineIntensity(vec2 coords) {
|
||||
float result = 1.0;" +
|
||||
(fallBack && horizontalSync !== 0 ? "
|
||||
uniform lowp float horizontalSync;" : "") +
|
||||
(fallBack && flickering !== 0.0 ?"
|
||||
uniform lowp float flickering;" : "") +
|
||||
(!fallBack && flickering !== 0 ? "
|
||||
varying lowp float brightness;"
|
||||
: "") +
|
||||
(!fallBack && horizontalSync !== 0 ? "
|
||||
varying lowp float distortionScale;
|
||||
varying lowp float distortionFreq;" : "") +
|
||||
|
||||
(appSettings.rasterization != appSettings.no_rasterization ?
|
||||
"float val = 0.0;
|
||||
vec2 rasterizationCoords = fract(coords * virtual_resolution);
|
||||
val += smoothstep(0.0, 0.5, rasterizationCoords.y);
|
||||
val -= smoothstep(0.5, 1.0, rasterizationCoords.y);
|
||||
result *= mix(0.5, 1.0, val);" : "") +
|
||||
(appSettings.rasterization == appSettings.pixel_rasterization ?
|
||||
"val = 0.0;
|
||||
val += smoothstep(0.0, 0.5, rasterizationCoords.x);
|
||||
val -= smoothstep(0.5, 1.0, rasterizationCoords.x);
|
||||
result *= mix(0.5, 1.0, val);" : "") + "
|
||||
(glowingLine !== 0 ? "
|
||||
float randomPass(vec2 coords){
|
||||
return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
|
||||
}" : "") +
|
||||
|
||||
return result;
|
||||
}
|
||||
"float min2(vec2 v) {
|
||||
return min(v.x, v.y);
|
||||
}
|
||||
|
||||
float min2(vec2 v) {
|
||||
return min(v.x, v.y);
|
||||
}
|
||||
float rgb2grey(vec3 v){
|
||||
return dot(v, vec3(0.21, 0.72, 0.04));
|
||||
}
|
||||
|
||||
float rgb2grey(vec3 v){
|
||||
return dot(v, vec3(0.21, 0.72, 0.04));
|
||||
}" +
|
||||
float isInScreen(vec2 v) {
|
||||
return min2(step(0.0, v) - step(1.0, v));
|
||||
}
|
||||
|
||||
"void main() {" +
|
||||
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
|
||||
"float distance = length(cc);" +
|
||||
vec2 barrel(vec2 v, vec2 cc) {" +
|
||||
|
||||
//FallBack if there are problems
|
||||
(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0.0) ?
|
||||
"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
|
||||
vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
|
||||
: "") +
|
||||
(fallBack && flickering !== 0.0 ? "
|
||||
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
|
||||
: "") +
|
||||
(fallBack && horizontalSync !== 0.0 ? "
|
||||
float randval = horizontalSync - initialNoiseTexel.r;
|
||||
float distortionScale = step(0.0, randval) * randval * horizontalSync;
|
||||
float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
|
||||
: "") +
|
||||
(fallBack && rbgShift !== 0.0 ?"
|
||||
lowp vec4 constantNoise = initialNoiseTexel;" : "") +
|
||||
(screenCurvature !== 0 ? "
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
return (v - cc * (1.0 + distortion) * distortion);"
|
||||
:
|
||||
"return v;") +
|
||||
"}" +
|
||||
|
||||
(staticNoise ? "
|
||||
float noise = staticNoise;" : "") +
|
||||
"vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = inColor;" +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
|
||||
vec2 staticCoords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
|
||||
:"
|
||||
vec2 staticCoords = qt_TexCoord0;") +
|
||||
(chromaColor !== 0 ?
|
||||
"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
|
||||
:
|
||||
"outColor = fontColor.rgb * rgb2grey(inColor);") +
|
||||
|
||||
"vec2 coords = staticCoords;" +
|
||||
" return outColor;
|
||||
}" +
|
||||
|
||||
(horizontalSync !== 0 ? "
|
||||
float dst = sin((coords.y + time * 0.001) * distortionFreq);
|
||||
coords.x += dst * distortionScale;" +
|
||||
(staticNoise ? "
|
||||
noise += distortionScale * 7.0;" : "")
|
||||
: "") +
|
||||
"void main() {" +
|
||||
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
|
||||
"float distance = length(cc);" +
|
||||
|
||||
(jitter !== 0 || staticNoise !== 0 || rbgShift !== 0 ?
|
||||
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
|
||||
: "") +
|
||||
//FallBack if there are problems
|
||||
(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
|
||||
"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
|
||||
vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
|
||||
: "") +
|
||||
(fallBack && flickering !== 0.0 ? "
|
||||
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
|
||||
: "") +
|
||||
(fallBack && horizontalSync !== 0.0 ? "
|
||||
float randval = horizontalSync - initialNoiseTexel.r;
|
||||
float distortionScale = step(0.0, randval) * randval * horizontalSync;
|
||||
float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
|
||||
: "") +
|
||||
|
||||
(jitter !== 0 ? "
|
||||
vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
|
||||
vec2 txt_coords = coords + offset * jitterDisplacement;"
|
||||
: "vec2 txt_coords = coords;") +
|
||||
(staticNoise ? "
|
||||
float noise = staticNoise;" : "") +
|
||||
|
||||
"float color = 0.0001;" +
|
||||
(screenCurvature !== 0 ? "
|
||||
vec2 curvatureCoords = barrel(qt_TexCoord0, cc);
|
||||
float staticInScreen = min2(step(0.0, curvatureCoords) - step(1.0, curvatureCoords));
|
||||
vec2 staticCoords = curvatureCoords;"
|
||||
:"
|
||||
vec2 staticCoords = qt_TexCoord0;
|
||||
float staticInScreen = 1.0;") +
|
||||
|
||||
(staticNoise !== 0 ? "
|
||||
float noiseVal = noiseTexel.a;
|
||||
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
|
||||
"vec2 coords = qt_TexCoord0;" +
|
||||
|
||||
(glowingLine !== 0 ? "
|
||||
color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
|
||||
(horizontalSync !== 0 ? "
|
||||
float dst = sin((coords.y + time * 0.001) * distortionFreq);
|
||||
coords.x += dst * distortionScale;" +
|
||||
|
||||
"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
|
||||
(staticNoise ? "
|
||||
noise += distortionScale * 7.0;" : "")
|
||||
|
||||
(rbgShift !== 0 ? "
|
||||
vec2 displacement = vec2(12.0, 0.0) * rbgShift * (0.6 * constantNoise.r + 0.4);
|
||||
vec3 rightColor = texture2D(source, txt_coords + displacement).rgb;
|
||||
vec3 leftColor = texture2D(source, txt_coords - displacement).rgb;
|
||||
txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
|
||||
txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
|
||||
txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
|
||||
" : "") +
|
||||
: "") +
|
||||
|
||||
(burnIn !== 0 ? "
|
||||
vec4 txt_blur = texture2D(burnInSource, staticCoords);
|
||||
float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
|
||||
txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));"
|
||||
: "") +
|
||||
(jitter !== 0 || staticNoise !== 0 ?
|
||||
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
|
||||
: "") +
|
||||
|
||||
"txt_color *= getScanlineIntensity(coords);" +
|
||||
(jitter !== 0 ? "
|
||||
vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
|
||||
vec2 txt_coords = coords + offset * jitterDisplacement;"
|
||||
: "vec2 txt_coords = coords;") +
|
||||
|
||||
"txt_color += vec3(color);" +
|
||||
"float greyscale_color = rgb2grey(txt_color);" +
|
||||
"float color = 0.0001;" +
|
||||
|
||||
(chromaColor !== 0 ?
|
||||
"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
|
||||
vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);"
|
||||
:
|
||||
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
|
||||
(staticNoise !== 0 ? "
|
||||
float noiseVal = noiseTexel.a;
|
||||
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
|
||||
|
||||
(bloom !== 0 ?
|
||||
"vec4 bloomFullColor = texture2D(bloomSource, coords);
|
||||
vec3 bloomColor = bloomFullColor.rgb;
|
||||
float bloomAlpha = bloomFullColor.a;" +
|
||||
(chromaColor !== 0 ?
|
||||
"bloomColor = fontColor.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chromaColor);"
|
||||
:
|
||||
"bloomColor = fontColor.rgb * rgb2grey(bloomColor);") +
|
||||
"finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);"
|
||||
: "") +
|
||||
(glowingLine !== 0 ? "
|
||||
color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords);
|
||||
finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);"
|
||||
:"") +
|
||||
"txt_coords = mix(qt_TexCoord0, txt_coords, staticInScreen);
|
||||
float inScreen2 = isInScreen(barrel(txt_coords, cc));
|
||||
vec3 origTxtColor = texture2D(screenBuffer, txt_coords).rgb;
|
||||
vec3 txt_color = mix(backgroundColor.rgb, origTxtColor, inScreen2);" +
|
||||
|
||||
(flickering !== 0 ? "
|
||||
finalColor *= brightness;" : "") +
|
||||
(burnIn !== 0 ? "
|
||||
vec4 txt_blur = texture2D(burnInSource, staticCoords);
|
||||
float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
|
||||
vec3 burnInColor = 0.65 * (txt_blur.rgb - vec3(blurDecay));
|
||||
txt_color = max(txt_color, convertWithChroma(burnInColor));"
|
||||
: "") +
|
||||
|
||||
(ambientLight !== 0 ? "
|
||||
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
|
||||
"txt_color += fontColor.rgb * vec3(color);" +
|
||||
|
||||
"vec3 finalColor = txt_color;" +
|
||||
|
||||
(flickering !== 0 ? "
|
||||
finalColor *= brightness;" : "") +
|
||||
|
||||
(ambientLight !== 0 ? "
|
||||
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
|
||||
|
||||
|
||||
"gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" +
|
||||
"}"
|
||||
"float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords));
|
||||
inShadow = pow(inShadow, 100.0) + 0.35 * inShadow * inShadow; // Inner shadow and antialiasing when screen background is bright.
|
||||
finalColor = mix(finalColor, vec3(0.0), inShadow);
|
||||
|
||||
onStatusChanged: {
|
||||
// Print warning messages
|
||||
if (log)
|
||||
console.log(log);
|
||||
finalColor = mix(origTxtColor, finalColor, staticInScreen);
|
||||
gl_FragColor = vec4(finalColor, qt_Opacity);" +
|
||||
"}"
|
||||
|
||||
// Activate fallback mode
|
||||
if (status == ShaderEffect.Error) {
|
||||
fallBack = true;
|
||||
onStatusChanged: {
|
||||
// Print warning messages
|
||||
if (log)
|
||||
console.log(log);
|
||||
|
||||
// Activate fallback mode
|
||||
if (status == ShaderEffect.Error) {
|
||||
fallBack = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: staticShader
|
||||
|
||||
width: parent.width * appSettings.windowScaling
|
||||
height: parent.height * appSettings.windowScaling
|
||||
|
||||
property ShaderEffectSource source: parent.source
|
||||
property ShaderEffectSource bloomSource: parent.bloomSource
|
||||
|
||||
property color fontColor: parent.fontColor
|
||||
property color backgroundColor: parent.backgroundColor
|
||||
property real bloom: appSettings.bloom * 2.5
|
||||
|
||||
property real screenCurvature: parent.screenCurvature
|
||||
|
||||
property real chromaColor: appSettings.chromaColor;
|
||||
|
||||
property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling // TODO FILIPPO width here is wrong.
|
||||
|
||||
property int rasterization: appSettings.rasterization
|
||||
|
||||
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
|
||||
|
||||
property real ambientLight: parent.ambientLight
|
||||
|
||||
property size virtual_resolution: parent.virtual_resolution
|
||||
|
||||
blending: false
|
||||
visible: false
|
||||
|
||||
//Print the number with a reasonable precision for the shader.
|
||||
function str(num){
|
||||
return num.toFixed(8);
|
||||
}
|
||||
|
||||
fragmentShader: "
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D source;
|
||||
uniform highp float qt_Opacity;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
uniform highp vec4 fontColor;
|
||||
uniform highp vec4 backgroundColor;
|
||||
uniform lowp float screen_brightness;
|
||||
|
||||
uniform highp vec2 virtual_resolution;" +
|
||||
|
||||
(bloom !== 0 ? "
|
||||
uniform highp sampler2D bloomSource;
|
||||
uniform lowp float bloom;" : "") +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
uniform highp float screenCurvature;" : "") +
|
||||
|
||||
(chromaColor !== 0 ? "
|
||||
uniform lowp float chromaColor;" : "") +
|
||||
|
||||
(rbgShift !== 0 ? "
|
||||
uniform lowp float rbgShift;" : "") +
|
||||
|
||||
(ambientLight !== 0 ? "
|
||||
uniform lowp float ambientLight;" : "") +
|
||||
|
||||
"highp float getScanlineIntensity(vec2 coords) {
|
||||
float result = 1.0;" +
|
||||
|
||||
(appSettings.rasterization != appSettings.no_rasterization ?
|
||||
"float val = 0.0;
|
||||
vec2 rasterizationCoords = fract(coords * virtual_resolution);
|
||||
val += smoothstep(0.0, 0.5, rasterizationCoords.y);
|
||||
val -= smoothstep(0.5, 1.0, rasterizationCoords.y);
|
||||
result *= mix(0.5, 1.0, val);" : "") +
|
||||
|
||||
(appSettings.rasterization == appSettings.pixel_rasterization ?
|
||||
"val = 0.0;
|
||||
val += smoothstep(0.0, 0.5, rasterizationCoords.x);
|
||||
val -= smoothstep(0.5, 1.0, rasterizationCoords.x);
|
||||
result *= mix(0.5, 1.0, val);" : "") + "
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float min2(vec2 v) {
|
||||
return min(v.x, v.y);
|
||||
}
|
||||
|
||||
float rgb2grey(vec3 v){
|
||||
return dot(v, vec3(0.21, 0.72, 0.04));
|
||||
}" +
|
||||
|
||||
"vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = inColor;" +
|
||||
|
||||
(chromaColor !== 0 ?
|
||||
"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
|
||||
:
|
||||
"outColor = fontColor.rgb * rgb2grey(inColor);") +
|
||||
|
||||
" return outColor;
|
||||
}" +
|
||||
|
||||
|
||||
"void main() {" +
|
||||
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
|
||||
vec2 txt_coords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
|
||||
:"
|
||||
vec2 txt_coords = qt_TexCoord0;") +
|
||||
|
||||
"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
|
||||
|
||||
(rbgShift !== 0 ? "
|
||||
vec2 displacement = vec2(12.0, 0.0) * rbgShift;
|
||||
vec3 rightColor = texture2D(source, txt_coords + displacement).rgb;
|
||||
vec3 leftColor = texture2D(source, txt_coords - displacement).rgb;
|
||||
txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
|
||||
txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
|
||||
txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
|
||||
" : "") +
|
||||
|
||||
"txt_color *= getScanlineIntensity(txt_coords);" +
|
||||
|
||||
"txt_color += vec3(0.0001);" +
|
||||
"float greyscale_color = rgb2grey(txt_color);" +
|
||||
|
||||
(chromaColor !== 0 ?
|
||||
"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
|
||||
vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);"
|
||||
:
|
||||
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
|
||||
|
||||
(bloom !== 0 ?
|
||||
"vec4 bloomFullColor = texture2D(bloomSource, txt_coords);
|
||||
vec3 bloomColor = bloomFullColor.rgb;
|
||||
float bloomAlpha = bloomFullColor.a;
|
||||
bloomColor = convertWithChroma(bloomColor);
|
||||
finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);"
|
||||
: "") +
|
||||
|
||||
"finalColor *= screen_brightness;" +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords);
|
||||
finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);"
|
||||
:"") +
|
||||
|
||||
"gl_FragColor = vec4(finalColor, qt_Opacity);" +
|
||||
"}"
|
||||
|
||||
Loader {
|
||||
anchors.fill: parent
|
||||
active: screenCurvature !== 0
|
||||
|
||||
sourceComponent: NewTerminalFrame {
|
||||
blending: true
|
||||
}
|
||||
}
|
||||
|
||||
onStatusChanged: {
|
||||
// Print warning messages
|
||||
if (log) console.log(log);
|
||||
}
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: frameBuffer
|
||||
visible: false
|
||||
sourceItem: staticShader
|
||||
hideSource: true
|
||||
}
|
||||
}
|
||||
|
@ -10,8 +10,6 @@ ShaderTerminal {
|
||||
id: mainShader
|
||||
opacity: appSettings.windowOpacity * 0.3 + 0.7
|
||||
|
||||
blending: false
|
||||
|
||||
source: terminal.mainSource
|
||||
burnInEffect: terminal.burnInEffect
|
||||
virtual_resolution: terminal.virtualResolution
|
||||
@ -36,7 +34,7 @@ ShaderTerminal {
|
||||
height: parent.height * appSettings.bloomQuality
|
||||
|
||||
sourceComponent: FastBlur{
|
||||
radius: Utils.lint(16, 64, appSettings.bloomQuality * appSettings.windowScaling);
|
||||
radius: Utils.lint(16, 64, appSettings.bloomQuality);
|
||||
source: terminal.mainSource
|
||||
transparentBorder: true
|
||||
}
|
||||
@ -56,11 +54,11 @@ ShaderTerminal {
|
||||
|
||||
bloomSource: bloomSourceLoader.item
|
||||
|
||||
NewTerminalFrame {
|
||||
id: terminalFrame
|
||||
anchors.fill: parent
|
||||
blending: true
|
||||
}
|
||||
// NewTerminalFrame {
|
||||
// id: terminalFrame
|
||||
// anchors.fill: parent
|
||||
// blending: true
|
||||
// }
|
||||
|
||||
// This shader might be useful in the future. Since we used it only for a couple
|
||||
// of calculations is probably best to move those in the main shader. If in the future
|
||||
|
@ -137,13 +137,8 @@ ApplicationWindow{
|
||||
TerminalContainer{
|
||||
id: terminalContainer
|
||||
y: appSettings.showMenubar ? 0 : -2 // Workaroud to hide the margin in the menubar.
|
||||
width: parent.width * appSettings.windowScaling
|
||||
height: (parent.height + Math.abs(y)) * appSettings.windowScaling
|
||||
|
||||
transform: Scale {
|
||||
xScale: 1 / appSettings.windowScaling
|
||||
yScale: 1 / appSettings.windowScaling
|
||||
}
|
||||
width: parent.width
|
||||
height: (parent.height + Math.abs(y))
|
||||
}
|
||||
SettingsWindow{
|
||||
id: settingswindow
|
||||
|
@ -32,7 +32,6 @@
|
||||
<file>fonts/modern-pro-font-win-tweaked/ProFontWindows.ttf</file>
|
||||
<file>fonts/modern-hermit/Hermit-medium.otf</file>
|
||||
<file>fonts/modern-inconsolata/Inconsolata.otf</file>
|
||||
<file>SettingsScreenTab.qml</file>
|
||||
<file>fonts/modern-fixedsys-excelsior/FSEX301-L2.ttf</file>
|
||||
<file>../icons/32x32/cool-retro-term.png</file>
|
||||
<file>Components/SizedLabel.qml</file>
|
||||
|
Loading…
x
Reference in New Issue
Block a user