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				https://github.com/Swordfish90/cool-retro-term.git
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	Saving some GPU memory by using one channel textures where possible.
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		@@ -159,7 +159,7 @@ ShaderEffect {
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                    noise += horizontal_distortion;" : "")
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            : "") +
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            "float color = texture2D(source, coords).r;" +
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            "float color = texture2D(source, coords).a;" +
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            (noise_strength !== 0 ? "
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                color += stepNoise(coords) * noise * (1.0 - distance * distance * 2.0);" : "") +
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@@ -172,7 +172,7 @@ ShaderEffect {
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            "vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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            "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
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            "finalColor *= texture2D(rasterizationSource, coords).r;" +
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            "finalColor *= texture2D(rasterizationSource, coords).a;" +
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            (brightness_flickering !== 0 ? "
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                finalColor *= brightness;" : "") +
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@@ -73,7 +73,6 @@ Item{
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        kterminal.copyClipboard();
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    }
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    KTerminal {
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        id: kterminal
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        anchors.fill: parent
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@@ -218,6 +217,7 @@ Item{
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        id: finalSource
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        sourceItem: blurredterminal
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        sourceRect: frame.sourceRect
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        format: ShaderEffectSource.Alpha
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    }
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    ShaderEffect {
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        id: blurredterminal
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@@ -252,13 +252,13 @@ Item{
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        "float color = texture2D(source, coords + delta).r * 256.0;" +
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        (mBlur !== 0 ?
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        "float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).r * 256.0;" +
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        "float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).a * 256.0;" +
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        "blurredSourceColor = blurredSourceColor - blurredSourceColor * " + (1.0 - motionBlurCoefficient) * fpsAttenuation+ ";" +
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        "color = step(1.0, color) * color + step(color, 1.0) * blurredSourceColor;"
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        : "") +
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        "gl_FragColor = vec4(vec3(floor(color) / 256.0), 1.0);" +
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        "gl_FragColor.a = vec4(floor(color) / 256.0);" +
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        "}"
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    }
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    //////////////////////////////////////////////////////////////////////
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@@ -308,7 +308,7 @@ Item{
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                 }" +
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        "void main() {" +
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            "gl_FragColor = vec4(getScanlineIntensity(qt_TexCoord0));" +
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            "gl_FragColor.a = getScanlineIntensity(qt_TexCoord0);" +
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        "}"
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    }
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    ShaderEffectSource{
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@@ -317,5 +317,6 @@ Item{
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        sourceRect: frame.sourceRect
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        hideSource: true
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        smooth: true
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        format: ShaderEffectSource.Alpha
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    }
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}
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE QtCreatorProject>
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<!-- Written by QtCreator 3.0.1, 2014-06-07T10:59:29. -->
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<!-- Written by QtCreator 3.0.1, 2014-06-07T14:58:56. -->
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<qtcreator>
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 <data>
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  <variable>ProjectExplorer.Project.ActiveTarget</variable>
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