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	Now ambient reflection is integrated in the screen frame. This improves performances and quality.
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		| @@ -1,6 +1,6 @@ | |||||||
| <?xml version="1.0" encoding="UTF-8"?> | <?xml version="1.0" encoding="UTF-8"?> | ||||||
| <!DOCTYPE QtCreatorProject> | <!DOCTYPE QtCreatorProject> | ||||||
| <!-- Written by QtCreator 3.0.1, 2014-04-17T13:17:40. --> | <!-- Written by QtCreator 3.0.1, 2014-04-17T14:53:07. --> | ||||||
| <qtcreator> | <qtcreator> | ||||||
|  <data> |  <data> | ||||||
|   <variable>ProjectExplorer.Project.ActiveTarget</variable> |   <variable>ProjectExplorer.Project.ActiveTarget</variable> | ||||||
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| @@ -64,12 +64,10 @@ ShaderEffect{ | |||||||
|                                 vec4 txt_normal = texture2D(normals, coords); |                                 vec4 txt_normal = texture2D(normals, coords); | ||||||
|                                 vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0); |                                 vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0); | ||||||
|                                 vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0)); |                                 vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0)); | ||||||
|                                 float reflection = (dot(normal, light_dir)); |                                 float reflection = dot(normal, light_dir) * 0.5 * txt_normal.a; | ||||||
|                                 float light = (reflection * 0.4 + 0.2) * brightness; |  | ||||||
|                                 vec3 final_color = reflection_color.rgb * light * 0.5; |  | ||||||
|                                 final_color += txt_color.rgb * ambient_light; |  | ||||||
|                                 float reflection_alpha = (1.0 - reflection*"+frame_reflection_strength.toFixed(1)+"); |                                 float reflection_alpha = (1.0 - reflection*"+frame_reflection_strength.toFixed(1)+"); | ||||||
|                                 gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity * reflection_alpha); |                                 vec4 dark_color = vec4(reflection_color.rgb * (reflection + 0.2) * 0.5, txt_normal.a * reflection_alpha); | ||||||
|  |                                 gl_FragColor = mix(dark_color, txt_color, ambient_light); | ||||||
|                             }" |                             }" | ||||||
|  |  | ||||||
|     onStatusChanged: if (log) console.log(log) //Print warning messages |     onStatusChanged: if (log) console.log(log) //Print warning messages | ||||||
|   | |||||||
							
								
								
									
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							| @@ -143,17 +143,6 @@ ApplicationWindow{ | |||||||
|             anchors.fill: parent |             anchors.fill: parent | ||||||
|             z: 1.9 |             z: 1.9 | ||||||
|         } |         } | ||||||
|         RadialGradient{ |  | ||||||
|             id: ambientreflection |  | ||||||
|             z: 2.0 |  | ||||||
|             anchors.fill: parent |  | ||||||
|             cached: true |  | ||||||
|             opacity: shadersettings.ambient_light * 0.4 |  | ||||||
|             gradient: Gradient{ |  | ||||||
|                 GradientStop{position: 0.0; color: "white"} |  | ||||||
|                 GradientStop{position: 0.7; color: "#00000000"} |  | ||||||
|             } |  | ||||||
|         } |  | ||||||
|         Loader{ |         Loader{ | ||||||
|             id: sizeoverlayloader |             id: sizeoverlayloader | ||||||
|             z: 3 |             z: 3 | ||||||
|   | |||||||
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