mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
refactored frames so that it will be easier to add others
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75a73011fb
commit
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@ -23,4 +23,7 @@ OTHER_FILES += \
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$$PWD/qml/images/frame.png \
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qml/cool-old-term/SettingsWindow.qml \
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qml/cool-old-term/SettingComponent.qml \
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qml/cool-old-term/ColorButton.qml
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qml/cool-old-term/ColorButton.qml \
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qml/cool-old-term/TerminalFrame.qml \
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qml/cool-old-term/WhiteFrameShader.qml \
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qml/cool-old-term/NoFrameShader.qml
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23
qml/cool-old-term/NoFrameShader.qml
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23
qml/cool-old-term/NoFrameShader.qml
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@ -0,0 +1,23 @@
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import QtQuick 2.1
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ShaderEffect{
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property variant source: framesource
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property real screen_distorsion: shadersettings.screen_distortion
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fragmentShader: "
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uniform sampler2D source;
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uniform highp float screen_distorsion;
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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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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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void main(){
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vec2 coords = distortCoordinates(qt_TexCoord0);
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float inside = texture2D(source, coords).a;
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gl_FragColor = vec4(vec3(0.0), inside);
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}"
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}
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58
qml/cool-old-term/TerminalFrame.qml
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58
qml/cool-old-term/TerminalFrame.qml
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@ -0,0 +1,58 @@
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import QtQuick 2.1
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Item{
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id: framecontainer
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property int addedWidth
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property int addedHeight
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property int borderLeft
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property int borderRight
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property int borderTop
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property int borderBottom
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property string imageSource
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property string normalsSource
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property Component shader
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property string shaderString
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BorderImage{
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id: frameimage
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anchors.centerIn: parent
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width: parent.width + addedWidth
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height: parent.height + addedHeight
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border.bottom: borderBottom
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border.top: borderTop
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border.left: borderLeft
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border.right: borderRight
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source: imageSource
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horizontalTileMode: BorderImage.Stretch
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verticalTileMode: BorderImage.Stretch
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}
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BorderImage{
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id: framenormals
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anchors.fill: frameimage
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border.bottom: borderBottom
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border.top: borderTop
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border.left: borderLeft
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border.right: borderRight
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source: normalsSource
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horizontalTileMode: BorderImage.Stretch
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verticalTileMode: BorderImage.Stretch
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}
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ShaderEffectSource{
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id: framesource
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sourceItem: frameimage
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hideSource: true
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}
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ShaderEffectSource{
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id: framesourcenormals
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sourceItem: framenormals
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hideSource: true
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}
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Loader{
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anchors.fill: frameimage
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source: shaderString
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}
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}
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40
qml/cool-old-term/WhiteFrameShader.qml
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40
qml/cool-old-term/WhiteFrameShader.qml
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import QtQuick 2.1
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ShaderEffect{
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property variant source: framesource
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property variant normals: framesourcenormals
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property real screen_distorsion: shadersettings.screen_distortion
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property real ambient_light: shadersettings.ambient_light
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property color font_color: shadersettings.font_color
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property color background_color: shadersettings.background_color
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property real brightness: shadercontainer.brightness
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fragmentShader: "
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uniform sampler2D source;
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uniform sampler2D normals;
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uniform highp float screen_distorsion;
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uniform highp float ambient_light;
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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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uniform highp float brightness;
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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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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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void main(){
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vec2 coords = distortCoordinates(qt_TexCoord0);
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vec4 txt_color = texture2D(source, coords);
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vec4 normala = texture2D(normals, coords);
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vec3 normal = normalize(normala.rgb) * txt_color.a;
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float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.3 * brightness;
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vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection;
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vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
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gl_FragColor = vec4(final_color, txt_color.a);
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}"
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}
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@ -190,86 +190,20 @@ ApplicationWindow{
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}"
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}
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ShaderEffect{
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z: 2.1
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anchors.centerIn: parent
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anchors.fill: frame
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clip: true
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blending: true
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property variant source: framesource
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property variant normals: framesourcenormals
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property real screen_distorsion: shadersettings.screen_distortion
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property real ambient_light: shadersettings.ambient_light
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property color font_color: shadersettings.font_color
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property color background_color: shadersettings.background_color
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property real brightness: shadercontainer.brightness
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fragmentShader: "
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uniform sampler2D source;
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uniform sampler2D normals;
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uniform highp float screen_distorsion;
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uniform highp float ambient_light;
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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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uniform highp float brightness;
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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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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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void main(){
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vec2 coords = distortCoordinates(qt_TexCoord0);
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vec4 txt_color = texture2D(source, coords);
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vec4 normala = texture2D(normals, coords);
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vec3 normal = normalize(normala.rgb) * txt_color.a;
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float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.3 * brightness;
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vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection;
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vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
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gl_FragColor = vec4(final_color, txt_color.a);
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}"
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}
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ShaderEffectSource{
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id: framesource
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sourceItem: frame
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hideSource: true
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}
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ShaderEffectSource{
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id: framesourcenormals
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sourceItem: framenormals
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hideSource: true
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}
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BorderImage{
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TerminalFrame{
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id: frame
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width: parent.width + 140
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height: parent.height + 140
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anchors.centerIn: parent
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source: "../images/screen-frame.png"
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border {left: 116; right: 116; top: 116; bottom: 116}
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horizontalTileMode: BorderImage.Stretch
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verticalTileMode: BorderImage.Stretch
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visible: false
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}
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z: 2.1
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anchors.fill: parent
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addedWidth: 140
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addedHeight: 140
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borderLeft: 116
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borderRight: 116
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borderTop: 116
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borderBottom: 116
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imageSource: "../images/screen-frame.png"
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normalsSource: "../images/screen-frame-normals.png"
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BorderImage{
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id: framenormals
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anchors.fill: frame
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source: "../images/screen-frame-normals.png"
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border.bottom: frame.border.bottom
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border.top: frame.border.top
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border.left: frame.border.left
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border.right: frame.border.right
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horizontalTileMode: BorderImage.Stretch
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verticalTileMode: BorderImage.Stretch
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visible: false
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shaderString: "WhiteFrameShader.qml"
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}
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TerminalScreen {
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