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https://github.com/Swordfish90/cool-retro-term.git
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Fix: screen curvature is now consistent across all screen sizes. Close #176.
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@ -14,8 +14,6 @@ TerminalFrame{
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imageSource: "../images/black-frame.png"
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normalsSource: "../images/black-frame-normals.png"
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distortionCoefficient: 1.9
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displacementLeft: 80.0
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displacementTop: 65.0
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displacementRight: 80.0
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@ -14,8 +14,6 @@ TerminalFrame{
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imageSource: "../images/screen-frame.png"
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normalsSource: "../images/screen-frame-normals.png"
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distortionCoefficient: 1.5
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displacementLeft: 55
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displacementTop: 50
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displacementRight: 55
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@ -5,8 +5,8 @@ import "../../utils.js" as Utils
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Item{
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id: framecontainer
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property int textureWidth: terminalWindow.width
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property int textureHeight: terminalWindow.height
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property int textureWidth: terminalContainer.width
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property int textureHeight: terminalContainer.height
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property int addedWidth
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property int addedHeight
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@ -28,8 +28,6 @@ Item{
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property real staticDiffuseComponent: 0.7
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property real dinamycDiffuseComponent: 1.0
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property real distortionCoefficient
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BorderImage{
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id: frameimage
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anchors.centerIn: parent
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@ -105,7 +103,8 @@ Item{
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id: staticLight
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property alias source: framesource
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property alias normals: framesourcenormals
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property real screen_distorsion: appSettings.screen_distortion * framecontainer.distortionCoefficient
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property real screen_distorsion: appSettings.screen_distortion
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property size curvature_coefficients: Qt.size(width / mainShader.width, height / mainShader.height)
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property real ambient_light: appSettings.ambient_light
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property color font_color: appSettings.font_color
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property color background_color: appSettings.background_color
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@ -122,6 +121,7 @@ Item{
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uniform highp sampler2D normals;
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uniform highp sampler2D source;
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uniform lowp float screen_distorsion;
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uniform highp vec2 curvature_coefficients;
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uniform lowp float ambient_light;
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uniform highp float qt_Opacity;
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uniform lowp vec4 reflectionColor;
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@ -130,7 +130,7 @@ Item{
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varying highp vec2 qt_TexCoord0;
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = coords - vec2(0.5);
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vec2 cc = (coords - vec2(0.5)) * curvature_coefficients;
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float dist = dot(cc, cc) * screen_distorsion;
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return (coords + cc * (1.0 + dist) * dist);
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}
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