mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2026-02-08 00:32:27 +00:00
Migrate all shaders to compiled qsb files.
This commit is contained in:
13
app/main.cpp
13
app/main.cpp
@@ -31,16 +31,15 @@ QString getNamedArgument(QStringList args, QString name)
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int main(int argc, char *argv[])
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{
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// Some environmental variable are necessary on certain platforms.
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// This disables QT appmenu under Ubuntu, which is not working with QML apps.
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setenv("QT_QPA_PLATFORMTHEME", "", 1);
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// Disable Connections slot warnings
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QLoggingCategory::setFilterRules("qt.qml.connections.warning=false");
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#if defined (Q_OS_LINUX)
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setenv("QSG_RENDER_LOOP", "threaded", 0);
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#endif
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// TODO FILIPPO... This should not be hardcoded but handled as a fallback of sort!
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QQuickStyle::setStyle("Material");
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// #if defined (Q_OS_LINUX)
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// setenv("QSG_RENDER_LOOP", "threaded", 0);
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// #endif
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#if defined(Q_OS_MAC)
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// This allows UTF-8 characters usage in OSX.
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@@ -102,58 +102,50 @@ Loader {
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}
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}
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ShaderLibrary {
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id: shaderLibrary
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}
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ShaderEffect {
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id: burnInShaderEffect
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property variant txt_source: kterminalSource
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property variant burnInSource: burnInEffectSource
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property real burnInTime: burnInFadeTime
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property real lastUpdate: burnInEffect.lastUpdate
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real prevLastUpdate: burnInEffect.prevLastUpdate
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anchors.fill: parent
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blending: false
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fragmentShader:
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"#ifdef GL_ES
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precision mediump float;
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#endif\n" +
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// Extra uniforms required by shared block
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property real qt_Opacity: 1.0
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property real time: timeManager.time
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property color fontColor: appSettings.fontColor
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property color backgroundColor: appSettings.backgroundColor
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property real shadowLength: 0
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property size virtualResolution: Qt.size(width, height)
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property real rasterizationIntensity: 0
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property int rasterizationMode: 0
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property real burnIn: appSettings.burnIn
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property real staticNoise: 0
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property real screenCurvature: 0
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property real glowingLine: 0
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property real chromaColor: 0
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property size jitterDisplacement: Qt.size(0, 0)
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property real ambientLight: 0
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property real jitter: 0
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property real horizontalSync: 0
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property real horizontalSyncStrength: 0
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property real flickering: 0
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property real displayTerminalFrame: 0
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property size scaleNoiseSize: Qt.size(0, 0)
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property real screen_brightness: 1.0
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property real bloom: 0
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property real rbgShift: 0
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property real screenShadowCoeff: 0
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property real frameShadowCoeff: 0
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property color frameColor: backgroundColor
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property size margin: Qt.size(0, 0)
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"uniform lowp float qt_Opacity;" +
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"uniform lowp sampler2D txt_source;" +
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"varying highp vec2 qt_TexCoord0;
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uniform lowp sampler2D burnInSource;
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uniform highp float burnInTime;
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uniform highp float lastUpdate;
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uniform highp float prevLastUpdate;" +
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shaderLibrary.rgb2grey +
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"void main() {
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vec2 coords = qt_TexCoord0;
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vec3 txtColor = texture2D(txt_source, coords).rgb;
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vec4 accColor = texture2D(burnInSource, coords);
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float prevMask = accColor.a;
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float currMask = rgb2grey(txtColor);
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highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
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blurDecay = max(0.0, blurDecay - prevMask);
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vec3 blurColor = accColor.rgb - vec3(blurDecay);
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vec3 color = max(blurColor, txtColor);
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gl_FragColor = vec4(color, currMask);
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}
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"
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fragmentShader: "qrc:/shaders/burn_in.frag.qsb"
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vertexShader: "qrc:/shaders/passthrough.vert.qsb"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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}
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@@ -251,7 +251,7 @@ Item{
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ShaderEffectSource{
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id: kterminalSource
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sourceItem: kterminal
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hideSource: true
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hideSource: false
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wrapMode: ShaderEffectSource.Repeat
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visible: false
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textureSize: Qt.size(kterminal.totalWidth * scaleTexture, kterminal.totalHeight * scaleTexture)
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@@ -44,469 +44,174 @@ Item {
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screenResolution.height / virtualResolution.height
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)
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ShaderEffect {
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id: dynamicShader
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property ShaderLibrary shaderLibrary: ShaderLibrary { }
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property ShaderEffectSource screenBuffer: frameBuffer
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property ShaderEffectSource burnInSource: burnInEffect.source
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property ShaderEffectSource frameSource: terminalFrameLoader.item
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property color fontColor: parent.fontColor
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property color backgroundColor: parent.backgroundColor
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property real screenCurvature: parent.screenCurvature
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property real chromaColor: parent.chromaColor
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property real ambientLight: parent.ambientLight
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property real flickering: appSettings.flickering
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property real horizontalSync: appSettings.horizontalSync
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property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
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property real glowingLine: appSettings.glowingLine * 0.2
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// Fast burnin properties
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property real burnIn: appSettings.burnIn
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInTime: burnInEffect.burnInFadeTime
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property real jitter: appSettings.jitter
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property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
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property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
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property real staticNoise: appSettings.staticNoise
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property size scaleNoiseSize: Qt.size((width * 0.75) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
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(height * 0.75) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
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property size virtualResolution: parent.virtualResolution
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// Rasterization might display oversamping issues if virtual resolution is close to physical display resolution.
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// We progressively disable rasterization from 4x up to 2x resolution.
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property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity)
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property real displayTerminalFrame: appSettings._frameMargin > 0 || appSettings.screenCurvature > 0
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property real time: timeManager.time
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property ShaderEffectSource noiseSource: noiseShaderSource
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// If something goes wrong activate the fallback version of the shader.
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property bool fallBack: false
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anchors.fill: parent
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blending: false
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//Smooth random texture used for flickering effect.
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Image {
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id: noiseTexture
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source: "images/allNoise512.png"
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width: 512
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height: 512
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fillMode: Image.Tile
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visible: false
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}
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ShaderEffectSource {
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id: noiseShaderSource
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sourceItem: noiseTexture
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wrapMode: ShaderEffectSource.Repeat
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visible: false
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smooth: true
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}
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//Print the number with a reasonable precision for the shader.
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function str(num){
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return num.toFixed(8);
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}
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vertexShader: "
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uniform highp mat4 qt_Matrix;
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uniform highp float time;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;" +
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(!fallBack ? "
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uniform sampler2D noiseSource;" : "") +
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(!fallBack && flickering !== 0.0 ?"
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varying lowp float brightness;
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uniform lowp float flickering;" : "") +
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(!fallBack && horizontalSync !== 0.0 ?"
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uniform lowp float horizontalSyncStrength;
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varying lowp float distortionScale;
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varying lowp float distortionFreq;" : "") +
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"
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;
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vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
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(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
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"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
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: "") +
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(!fallBack && flickering !== 0.0 ? "
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brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
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: "") +
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(!fallBack && horizontalSync !== 0.0 ? "
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float randval = horizontalSyncStrength - initialNoiseTexel.r;
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distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
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distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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: "") +
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"gl_Position = qt_Matrix * qt_Vertex;
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}"
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fragmentShader: "
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D screenBuffer;
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uniform highp float qt_Opacity;
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uniform highp float time;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 fontColor;
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uniform highp vec4 backgroundColor;
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uniform lowp float shadowLength;
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uniform highp vec2 virtualResolution;
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uniform lowp float rasterizationIntensity;\n" +
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(burnIn !== 0 ? "
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uniform sampler2D burnInSource;
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uniform highp float burnInLastUpdate;
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uniform highp float burnInTime;" : "") +
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(staticNoise !== 0 ? "
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uniform highp float staticNoise;" : "") +
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(((staticNoise !== 0 || jitter !== 0) ||(fallBack && (flickering || horizontalSync))) ? "
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uniform lowp sampler2D noiseSource;
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uniform highp vec2 scaleNoiseSize;" : "") +
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(displayTerminalFrame ? "
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uniform lowp sampler2D frameSource;" : "") +
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(screenCurvature !== 0 ? "
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uniform highp float screenCurvature;" : "") +
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(glowingLine !== 0 ? "
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uniform highp float glowingLine;" : "") +
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(chromaColor !== 0 ? "
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uniform lowp float chromaColor;" : "") +
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(jitter !== 0 ? "
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uniform lowp vec2 jitterDisplacement;" : "") +
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(ambientLight !== 0 ? "
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uniform lowp float ambientLight;" : "") +
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(fallBack && horizontalSync !== 0 ? "
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uniform lowp float horizontalSyncStrength;" : "") +
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(fallBack && flickering !== 0.0 ?"
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uniform lowp float flickering;" : "") +
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(!fallBack && flickering !== 0 ? "
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varying lowp float brightness;"
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: "") +
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(!fallBack && horizontalSync !== 0 ? "
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varying lowp float distortionScale;
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varying lowp float distortionFreq;" : "") +
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(glowingLine !== 0 ? "
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float randomPass(vec2 coords){
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return fract(smoothstep(-120.0, 0.0, coords.y - (virtualResolution.y + 120.0) * fract(time * 0.00015)));
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}" : "") +
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shaderLibrary.min2 +
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shaderLibrary.rgb2grey +
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shaderLibrary.rasterizationShader +
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"
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float isInScreen(vec2 v) {
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return min2(step(0.0, v) - step(1.0, v));
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}
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vec2 barrel(vec2 v, vec2 cc) {" +
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(screenCurvature !== 0 ? "
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float distortion = dot(cc, cc) * screenCurvature;
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return (v - cc * (1.0 + distortion) * distortion);"
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:
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"return v;") +
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"}" +
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"vec3 convertWithChroma(vec3 inColor) {
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vec3 outColor = inColor;" +
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(chromaColor !== 0 ?
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"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
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:
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"outColor = fontColor.rgb * rgb2grey(inColor);") +
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" return outColor;
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}" +
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"void main() {" +
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"float distance = length(cc);" +
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//FallBack if there are problems
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(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
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"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
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vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
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: "") +
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(fallBack && flickering !== 0.0 ? "
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float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
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: "") +
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(fallBack && horizontalSync !== 0.0 ? "
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float randval = horizontalSyncStrength - initialNoiseTexel.r;
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float distortionScale = step(0.0, randval) * randval * horizontalSyncStrength;
|
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float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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: "") +
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(staticNoise ? "
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float noise = staticNoise;" : "") +
|
||||
|
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(screenCurvature !== 0 ? "
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vec2 staticCoords = barrel(qt_TexCoord0, cc);"
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:"
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vec2 staticCoords = qt_TexCoord0;") +
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"vec2 coords = qt_TexCoord0;" +
|
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(horizontalSync !== 0 ? "
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float dst = sin((coords.y + time * 0.001) * distortionFreq);
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coords.x += dst * distortionScale;" +
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|
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(staticNoise ? "
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noise += distortionScale * 7.0;" : "")
|
||||
|
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: "") +
|
||||
|
||||
(jitter !== 0 || staticNoise !== 0 ?
|
||||
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
|
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: "") +
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|
||||
(jitter !== 0 ? "
|
||||
vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
|
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vec2 txt_coords = coords + offset * jitterDisplacement;"
|
||||
: "vec2 txt_coords = coords;") +
|
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ShaderEffect {
|
||||
id: dynamicShader
|
||||
|
||||
property ShaderEffectSource screenBuffer: frameBuffer
|
||||
property ShaderEffectSource burnInSource: burnInEffect.source
|
||||
property ShaderEffectSource frameSource: terminalFrameLoader.item
|
||||
|
||||
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
|
||||
|
||||
property real flickering: appSettings.flickering
|
||||
property real horizontalSync: appSettings.horizontalSync
|
||||
property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
|
||||
property real glowingLine: appSettings.glowingLine * 0.2
|
||||
|
||||
// Fast burnin properties
|
||||
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 * 0.75) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
|
||||
(height * 0.75) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
|
||||
|
||||
"float color = 0.0001;" +
|
||||
property size virtualResolution: parent.virtualResolution
|
||||
|
||||
(staticNoise !== 0 ? "
|
||||
float noiseVal = noiseTexel.a;
|
||||
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
|
||||
|
||||
(glowingLine !== 0 ? "
|
||||
color += randomPass(coords * virtualResolution) * glowingLine;" : "") +
|
||||
|
||||
"vec3 txt_color = texture2D(screenBuffer, txt_coords).rgb;" +
|
||||
|
||||
(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));"
|
||||
: "") +
|
||||
|
||||
"txt_color += fontColor.rgb * vec3(color);" +
|
||||
|
||||
"txt_color = applyRasterization(staticCoords, txt_color, virtualResolution, rasterizationIntensity);\n" +
|
||||
|
||||
"vec3 finalColor = txt_color;" +
|
||||
|
||||
(flickering !== 0 ? "
|
||||
finalColor *= brightness;" : "") +
|
||||
|
||||
(ambientLight !== 0 ? "
|
||||
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
|
||||
|
||||
(displayTerminalFrame ?
|
||||
"vec4 frameColor = texture2D(frameSource, qt_TexCoord0);
|
||||
finalColor = mix(finalColor, frameColor.rgb, frameColor.a);"
|
||||
: "") +
|
||||
|
||||
"gl_FragColor = vec4(finalColor, qt_Opacity);" +
|
||||
"}"
|
||||
|
||||
onStatusChanged: {
|
||||
// Print warning messages
|
||||
if (log)
|
||||
console.log(log);
|
||||
|
||||
// Activate fallback mode
|
||||
if (status == ShaderEffect.Error) {
|
||||
fallBack = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loader {
|
||||
id: terminalFrameLoader
|
||||
|
||||
active: dynamicShader.displayTerminalFrame
|
||||
|
||||
width: staticShader.width
|
||||
height: staticShader.height
|
||||
|
||||
sourceComponent: ShaderEffectSource {
|
||||
|
||||
sourceItem: terminalFrame
|
||||
hideSource: true
|
||||
visible: false
|
||||
format: ShaderEffectSource.RGBA
|
||||
|
||||
TerminalFrame {
|
||||
id: terminalFrame
|
||||
blending: false
|
||||
anchors.fill: parent
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShaderLibrary {
|
||||
id: shaderLibrary
|
||||
}
|
||||
|
||||
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: bloomSource ? appSettings.bloom * 2.5 : 0
|
||||
|
||||
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 virtualResolution: parent.virtualResolution
|
||||
|
||||
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 virtualResolution;" +
|
||||
|
||||
(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;" : "") +
|
||||
|
||||
shaderLibrary.min2 +
|
||||
shaderLibrary.sum2 +
|
||||
shaderLibrary.rgb2grey +
|
||||
|
||||
"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;
|
||||
}" +
|
||||
|
||||
shaderLibrary.rasterizationShader +
|
||||
|
||||
"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 += vec3(0.0001);" +
|
||||
"float greyscale_color = rgb2grey(txt_color);" +
|
||||
|
||||
(screenCurvature !== 0 ? "
|
||||
float reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
|
||||
reflectionMask = clamp(reflectionMask, 0.0, 1.0);"
|
||||
:
|
||||
"float reflectionMask = 1.0;") +
|
||||
|
||||
(chromaColor !== 0 ?
|
||||
"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
|
||||
vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color * reflectionMask);"
|
||||
:
|
||||
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color * reflectionMask);") +
|
||||
|
||||
(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;" +
|
||||
|
||||
"gl_FragColor = vec4(finalColor, qt_Opacity);" +
|
||||
"}"
|
||||
|
||||
onStatusChanged: {
|
||||
// Print warning messages
|
||||
if (log) console.log(log);
|
||||
}
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: frameBuffer
|
||||
visible: false
|
||||
sourceItem: staticShader
|
||||
hideSource: true
|
||||
}
|
||||
// Rasterization might display oversamping issues if virtual resolution is close to physical display resolution.
|
||||
// We progressively disable rasterization from 4x up to 2x resolution.
|
||||
property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity)
|
||||
property int rasterizationMode: appSettings.rasterization
|
||||
|
||||
property real displayTerminalFrame: appSettings._frameMargin > 0 || appSettings.screenCurvature > 0
|
||||
|
||||
property real time: timeManager.time
|
||||
property ShaderEffectSource noiseSource: noiseShaderSource
|
||||
|
||||
// Extra uniforms expected by the shared uniform block
|
||||
property real screenShadowCoeff: 0
|
||||
property real frameShadowCoeff: 0
|
||||
property color frameColor: backgroundColor
|
||||
property size margin: Qt.size(0, 0)
|
||||
property real prevLastUpdate: burnInEffect.prevLastUpdate
|
||||
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
|
||||
property real bloom: appSettings.bloom
|
||||
property real rbgShift: (appSettings.rbgShift / Math.max(width, 1)) * appSettings.totalFontScaling
|
||||
|
||||
anchors.fill: parent
|
||||
blending: false
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
vertexShader: "qrc:/shaders/terminal_dynamic.vert.qsb"
|
||||
fragmentShader: "qrc:/shaders/terminal_dynamic.frag.qsb"
|
||||
|
||||
onStatusChanged: if (log) console.log(log)
|
||||
}
|
||||
|
||||
Loader {
|
||||
id: terminalFrameLoader
|
||||
|
||||
active: dynamicShader.displayTerminalFrame
|
||||
|
||||
width: staticShader.width
|
||||
height: staticShader.height
|
||||
|
||||
sourceComponent: ShaderEffectSource {
|
||||
|
||||
sourceItem: terminalFrame
|
||||
hideSource: true
|
||||
visible: false
|
||||
format: ShaderEffectSource.RGBA
|
||||
|
||||
TerminalFrame {
|
||||
id: terminalFrame
|
||||
blending: false
|
||||
anchors.fill: parent
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShaderLibrary {
|
||||
id: shaderLibrary
|
||||
}
|
||||
|
||||
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: bloomSource ? appSettings.bloom * 2.5 : 0
|
||||
|
||||
property real screenCurvature: parent.screenCurvature
|
||||
|
||||
property real chromaColor: appSettings.chromaColor;
|
||||
|
||||
property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling
|
||||
|
||||
property int rasterization: appSettings.rasterization
|
||||
|
||||
property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
|
||||
|
||||
property real ambientLight: parent.ambientLight
|
||||
|
||||
property size virtualResolution: parent.virtualResolution
|
||||
|
||||
// Extra uniforms to match shared uniform block
|
||||
property real time: timeManager.time
|
||||
property real shadowLength: 0
|
||||
property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity)
|
||||
property int rasterizationMode: appSettings.rasterization
|
||||
property real burnInLastUpdate: burnInEffect.lastUpdate
|
||||
property real burnInTime: burnInEffect.burnInFadeTime
|
||||
property real burnIn: appSettings.burnIn
|
||||
property real staticNoise: appSettings.staticNoise
|
||||
property real glowingLine: appSettings.glowingLine * 0.2
|
||||
property size jitterDisplacement: Qt.size(0, 0)
|
||||
property real jitter: appSettings.jitter
|
||||
property real horizontalSync: appSettings.horizontalSync
|
||||
property real horizontalSyncStrength: Utils.lint(0.05, 0.35, horizontalSync)
|
||||
property real flickering: appSettings.flickering
|
||||
property real displayTerminalFrame: dynamicShader.displayTerminalFrame
|
||||
property size scaleNoiseSize: Qt.size((width * 0.75) / (512 * appSettings.windowScaling * appSettings.totalFontScaling),
|
||||
(height * 0.75) / (512 * appSettings.windowScaling * appSettings.totalFontScaling))
|
||||
property real screenShadowCoeff: 0
|
||||
property real frameShadowCoeff: 0
|
||||
property color frameColor: backgroundColor
|
||||
property size margin: Qt.size(0, 0)
|
||||
property real prevLastUpdate: burnInEffect.prevLastUpdate
|
||||
|
||||
blending: false
|
||||
visible: false
|
||||
|
||||
vertexShader: "qrc:/shaders/passthrough.vert.qsb"
|
||||
fragmentShader: "qrc:/shaders/terminal_static.frag.qsb"
|
||||
|
||||
onStatusChanged: if (log) console.log(log)
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: frameBuffer
|
||||
visible: false
|
||||
sourceItem: staticShader
|
||||
hideSource: true
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,65 +40,36 @@ ShaderEffect {
|
||||
appSettings.frameMargin / height * appSettings.windowScaling
|
||||
)
|
||||
|
||||
ShaderLibrary {
|
||||
id: shaderLibrary
|
||||
}
|
||||
// Uniforms required by the shared block
|
||||
property real qt_Opacity: 1.0
|
||||
property real time: timeManager.time
|
||||
property color fontColor: appSettings.fontColor
|
||||
property color backgroundColor: appSettings.backgroundColor
|
||||
property real shadowLength: 0
|
||||
property size virtualResolution: Qt.size(width, height)
|
||||
property real rasterizationIntensity: 0
|
||||
property int rasterizationMode: 0
|
||||
property real burnInLastUpdate: 0
|
||||
property real burnInTime: 0
|
||||
property real burnIn: 0
|
||||
property real staticNoise: 0
|
||||
property real glowingLine: 0
|
||||
property real chromaColor: 0
|
||||
property size jitterDisplacement: Qt.size(0, 0)
|
||||
property real ambientLight: _ambientLight
|
||||
property real jitter: 0
|
||||
property real horizontalSync: 0
|
||||
property real horizontalSyncStrength: 0
|
||||
property real flickering: 0
|
||||
property real displayTerminalFrame: 0
|
||||
property size scaleNoiseSize: Qt.size(0, 0)
|
||||
property real screen_brightness: 1.0
|
||||
property real bloom: 0
|
||||
property real rbgShift: 0
|
||||
property real prevLastUpdate: 0
|
||||
|
||||
fragmentShader: "
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform lowp float screenCurvature;
|
||||
uniform lowp float screenShadowCoeff;
|
||||
uniform lowp float frameShadowCoeff;
|
||||
uniform highp float qt_Opacity;
|
||||
uniform lowp vec4 frameColor;
|
||||
uniform mediump vec2 margin;
|
||||
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
vec2 distortCoordinates(vec2 coords){
|
||||
vec2 cc = (coords - vec2(0.5));
|
||||
float dist = dot(cc, cc) * screenCurvature;
|
||||
return (coords + cc * (1.0 + dist) * dist);
|
||||
}
|
||||
" +
|
||||
|
||||
shaderLibrary.max2 +
|
||||
shaderLibrary.min2 +
|
||||
shaderLibrary.prod2 +
|
||||
shaderLibrary.sum2 +
|
||||
|
||||
"
|
||||
|
||||
vec2 positiveLog(vec2 x) {
|
||||
return clamp(log(x), vec2(0.0), vec2(100.0));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 staticCoords = qt_TexCoord0;
|
||||
vec2 coords = distortCoordinates(staticCoords) * (vec2(1.0) + margin * 2.0) - margin;
|
||||
|
||||
vec2 vignetteCoords = staticCoords * (1.0 - staticCoords.yx);
|
||||
float vignette = pow(prod2(vignetteCoords) * 15.0, 0.25);
|
||||
|
||||
vec3 color = frameColor.rgb * vec3(1.0 - vignette);
|
||||
float alpha = 0.0;
|
||||
|
||||
float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
|
||||
frameShadow = max(sqrt(frameShadow), 0.0);
|
||||
color *= frameShadow;
|
||||
alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
|
||||
alpha = clamp(alpha, 0.0, 1.0);
|
||||
alpha *= mix(1.0, 0.9, frameShadow);
|
||||
|
||||
float screenShadow = 1.0 - prod2(positiveLog(coords * screenShadowCoeff + vec2(1.0)) * positiveLog(-coords * screenShadowCoeff + vec2(screenShadowCoeff + 1.0)));
|
||||
alpha = max(0.8 * screenShadow, alpha);
|
||||
|
||||
gl_FragColor = vec4(color * alpha, alpha);
|
||||
}
|
||||
"
|
||||
vertexShader: "qrc:/shaders/passthrough.vert.qsb"
|
||||
fragmentShader: "qrc:/shaders/terminal_frame.frag.qsb"
|
||||
|
||||
onStatusChanged: if (log) console.log(log) //Print warning messages
|
||||
}
|
||||
|
||||
@@ -46,5 +46,11 @@
|
||||
<file>menus/ShortContextMenu.qml</file>
|
||||
<file>ShaderLibrary.qml</file>
|
||||
<file>menus/OSXMenu.qml</file>
|
||||
<file>../shaders/terminal_dynamic.vert.qsb</file>
|
||||
<file>../shaders/terminal_dynamic.frag.qsb</file>
|
||||
<file>../shaders/passthrough.vert.qsb</file>
|
||||
<file>../shaders/terminal_static.frag.qsb</file>
|
||||
<file>../shaders/terminal_frame.frag.qsb</file>
|
||||
<file>../shaders/burn_in.frag.qsb</file>
|
||||
</qresource>
|
||||
</RCC>
|
||||
|
||||
63
app/shaders/burn_in.frag
Normal file
63
app/shaders/burn_in.frag
Normal file
@@ -0,0 +1,63 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 1) uniform sampler2D txt_source;
|
||||
layout(binding = 2) uniform sampler2D burnInSource;
|
||||
|
||||
float rgb2grey(vec3 v) {
|
||||
return dot(v, vec3(0.21, 0.72, 0.04));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 coords = qt_TexCoord0;
|
||||
|
||||
vec3 txtColor = texture(txt_source, coords).rgb;
|
||||
vec4 accColor = texture(burnInSource, coords);
|
||||
|
||||
float prevMask = accColor.a;
|
||||
float currMask = rgb2grey(txtColor);
|
||||
|
||||
float blurDecay = clamp((burnInLastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
|
||||
blurDecay = max(0.0, blurDecay - prevMask);
|
||||
vec3 blurColor = accColor.rgb - vec3(blurDecay);
|
||||
vec3 color = max(blurColor, txtColor);
|
||||
|
||||
fragColor = vec4(color, currMask) * qt_Opacity;
|
||||
}
|
||||
BIN
app/shaders/burn_in.frag.qsb
Normal file
BIN
app/shaders/burn_in.frag.qsb
Normal file
Binary file not shown.
46
app/shaders/passthrough.vert
Normal file
46
app/shaders/passthrough.vert
Normal file
@@ -0,0 +1,46 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec4 qt_Vertex;
|
||||
layout(location = 1) in vec2 qt_MultiTexCoord0;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 qt_TexCoord0;
|
||||
|
||||
void main() {
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
||||
BIN
app/shaders/passthrough.vert.qsb
Normal file
BIN
app/shaders/passthrough.vert.qsb
Normal file
Binary file not shown.
163
app/shaders/terminal_dynamic.frag
Normal file
163
app/shaders/terminal_dynamic.frag
Normal file
@@ -0,0 +1,163 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 1) in float vBrightness;
|
||||
layout(location = 2) in float vDistortionScale;
|
||||
layout(location = 3) in float vDistortionFreq;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform sampler2D noiseSource;
|
||||
layout(binding = 1) uniform sampler2D screenBuffer;
|
||||
layout(binding = 2) uniform sampler2D burnInSource;
|
||||
layout(binding = 3) uniform sampler2D frameSource;
|
||||
|
||||
float min2(vec2 v) { return min(v.x, v.y); }
|
||||
float prod2(vec2 v) { return v.x * v.y; }
|
||||
float sum2(vec2 v) { return v.x + v.y; }
|
||||
float rgb2grey(vec3 v) { return dot(v, vec3(0.21, 0.72, 0.04)); }
|
||||
|
||||
vec3 applyRasterization(vec2 screenCoords, vec3 texel, vec2 virtualRes, float intensity, int mode) {
|
||||
if (intensity <= 0.0 || mode == 0) {
|
||||
return texel;
|
||||
}
|
||||
|
||||
const float INTENSITY = 0.30;
|
||||
const float BRIGHTBOOST = 0.30;
|
||||
|
||||
if (mode == 1) { // scanline
|
||||
vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
|
||||
vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
|
||||
|
||||
vec2 coords = fract(screenCoords * virtualRes) * 2.0 - vec2(1.0);
|
||||
float mask = 1.0 - abs(coords.y);
|
||||
|
||||
vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
|
||||
return mix(texel, rasterizationColor, intensity);
|
||||
} else if (mode == 2) { // pixel
|
||||
vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
|
||||
vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
|
||||
|
||||
vec2 coords = fract(screenCoords * virtualRes) * 2.0 - vec2(1.0);
|
||||
coords = coords * coords;
|
||||
float mask = 1.0 - coords.x - coords.y;
|
||||
|
||||
vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
|
||||
return mix(texel, rasterizationColor, intensity);
|
||||
} else if (mode == 3) { // subpixel
|
||||
const float SUBPIXELS = 3.0;
|
||||
vec3 offsets = vec3(3.141592654) * vec3(0.5, 0.5 - 2.0 / 3.0, 0.5 - 4.0 / 3.0);
|
||||
|
||||
vec2 omega = vec2(3.141592654) * vec2(2.0) * virtualRes;
|
||||
vec2 angle = screenCoords * omega;
|
||||
vec3 xfactors = (SUBPIXELS + sin(angle.x + offsets)) / (SUBPIXELS + 1.0);
|
||||
|
||||
vec3 result = texel * xfactors;
|
||||
vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * result)) * result;
|
||||
vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * result)) * result;
|
||||
|
||||
vec2 coords = fract(screenCoords * virtualRes) * 2.0 - vec2(1.0);
|
||||
float mask = 1.0 - abs(coords.y);
|
||||
|
||||
vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
|
||||
return mix(texel, rasterizationColor, intensity);
|
||||
}
|
||||
|
||||
return texel;
|
||||
}
|
||||
|
||||
float randomPass(vec2 coords){
|
||||
return fract(smoothstep(-120.0, 0.0, coords.y - (virtualResolution.y + 120.0) * fract(time * 0.00015)));
|
||||
}
|
||||
|
||||
vec2 barrel(vec2 v, vec2 cc) {
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
return (v - cc * (1.0 + distortion) * distortion);
|
||||
}
|
||||
|
||||
vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = fontColor.rgb * rgb2grey(inColor);
|
||||
if (chromaColor != 0.0) {
|
||||
outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);
|
||||
}
|
||||
return outColor;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 cc = vec2(0.5) - qt_TexCoord0;
|
||||
float distance = length(cc);
|
||||
|
||||
vec2 staticCoords = barrel(qt_TexCoord0, cc);
|
||||
vec2 coords = qt_TexCoord0;
|
||||
|
||||
float dst = sin((coords.y + time * 0.001) * vDistortionFreq);
|
||||
coords.x += dst * vDistortionScale;
|
||||
|
||||
vec4 noiseTexel = texture(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));
|
||||
|
||||
vec2 txt_coords = coords + (noiseTexel.ba - vec2(0.5)) * jitterDisplacement * jitter;
|
||||
|
||||
float color = 0.0001;
|
||||
color += noiseTexel.a * staticNoise * (1.0 - distance * 1.3);
|
||||
color += randomPass(coords * virtualResolution) * glowingLine;
|
||||
|
||||
vec3 txt_color = texture(screenBuffer, txt_coords).rgb;
|
||||
|
||||
if (burnIn > 0.0) {
|
||||
vec4 txt_blur = texture(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));
|
||||
}
|
||||
|
||||
txt_color += fontColor.rgb * vec3(color);
|
||||
txt_color = applyRasterization(staticCoords, txt_color, virtualResolution, rasterizationIntensity, rasterizationMode);
|
||||
|
||||
vec3 finalColor = txt_color;
|
||||
float brightness = mix(1.0, vBrightness, step(0.0, flickering));
|
||||
finalColor *= brightness;
|
||||
|
||||
finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);
|
||||
|
||||
if (displayTerminalFrame > 0.0) {
|
||||
vec4 frameColor = texture(frameSource, qt_TexCoord0);
|
||||
finalColor = mix(finalColor, frameColor.rgb, frameColor.a);
|
||||
}
|
||||
|
||||
fragColor = vec4(finalColor, qt_Opacity);
|
||||
}
|
||||
BIN
app/shaders/terminal_dynamic.frag.qsb
Normal file
BIN
app/shaders/terminal_dynamic.frag.qsb
Normal file
Binary file not shown.
61
app/shaders/terminal_dynamic.vert
Normal file
61
app/shaders/terminal_dynamic.vert
Normal file
@@ -0,0 +1,61 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec4 qt_Vertex;
|
||||
layout(location = 1) in vec2 qt_MultiTexCoord0;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 0) uniform sampler2D noiseSource;
|
||||
|
||||
layout(location = 0) out vec2 qt_TexCoord0;
|
||||
layout(location = 1) out float vBrightness;
|
||||
layout(location = 2) out float vDistortionScale;
|
||||
layout(location = 3) out float vDistortionFreq;
|
||||
|
||||
void main() {
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
|
||||
vec2 coords = vec2(fract(time / 2048.0), fract(time / 1048576.0));
|
||||
vec4 initialNoiseTexel = texture(noiseSource, coords);
|
||||
|
||||
vBrightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;
|
||||
|
||||
float randval = horizontalSyncStrength - initialNoiseTexel.r;
|
||||
vDistortionScale = step(0.0, randval) * randval * horizontalSyncStrength * horizontalSync;
|
||||
vDistortionFreq = mix(4.0, 40.0, initialNoiseTexel.g) * step(0.0, horizontalSync);
|
||||
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
||||
BIN
app/shaders/terminal_dynamic.vert.qsb
Normal file
BIN
app/shaders/terminal_dynamic.vert.qsb
Normal file
Binary file not shown.
77
app/shaders/terminal_frame.frag
Normal file
77
app/shaders/terminal_frame.frag
Normal file
@@ -0,0 +1,77 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
float min2(vec2 v) { return min(v.x, v.y); }
|
||||
float max2(vec2 v) { return max(v.x, v.y); }
|
||||
float prod2(vec2 v) { return v.x * v.y; }
|
||||
float sum2(vec2 v) { return v.x + v.y; }
|
||||
|
||||
vec2 distortCoordinates(vec2 coords){
|
||||
vec2 cc = (coords - vec2(0.5));
|
||||
float dist = dot(cc, cc) * screenCurvature;
|
||||
return (coords + cc * (1.0 + dist) * dist);
|
||||
}
|
||||
|
||||
vec2 positiveLog(vec2 x) {
|
||||
return clamp(log(x), vec2(0.0), vec2(100.0));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 staticCoords = qt_TexCoord0;
|
||||
vec2 coords = distortCoordinates(staticCoords) * (vec2(1.0) + margin * 2.0) - margin;
|
||||
|
||||
vec2 vignetteCoords = staticCoords * (1.0 - staticCoords.yx);
|
||||
float vignette = pow(prod2(vignetteCoords) * 15.0, 0.25);
|
||||
|
||||
vec3 color = frameColor.rgb * vec3(1.0 - vignette);
|
||||
float alpha = 0.0;
|
||||
|
||||
float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
|
||||
frameShadow = max(sqrt(frameShadow), 0.0);
|
||||
color *= frameShadow;
|
||||
alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
|
||||
alpha = clamp(alpha, 0.0, 1.0);
|
||||
alpha *= mix(1.0, 0.9, frameShadow);
|
||||
|
||||
float screenShadow = 1.0 - prod2(positiveLog(coords * screenShadowCoeff + vec2(1.0)) * positiveLog(-coords * screenShadowCoeff + vec2(screenShadowCoeff + 1.0)));
|
||||
alpha = max(0.8 * screenShadow, alpha);
|
||||
|
||||
fragColor = vec4(color * alpha, alpha) * qt_Opacity;
|
||||
}
|
||||
BIN
app/shaders/terminal_frame.frag.qsb
Normal file
BIN
app/shaders/terminal_frame.frag.qsb
Normal file
Binary file not shown.
104
app/shaders/terminal_static.frag
Normal file
104
app/shaders/terminal_static.frag
Normal file
@@ -0,0 +1,104 @@
|
||||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform ubuf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float time;
|
||||
vec4 fontColor;
|
||||
vec4 backgroundColor;
|
||||
float shadowLength;
|
||||
vec2 virtualResolution;
|
||||
float rasterizationIntensity;
|
||||
int rasterizationMode;
|
||||
float burnInLastUpdate;
|
||||
float burnInTime;
|
||||
float burnIn;
|
||||
float staticNoise;
|
||||
float screenCurvature;
|
||||
float glowingLine;
|
||||
float chromaColor;
|
||||
vec2 jitterDisplacement;
|
||||
float ambientLight;
|
||||
float jitter;
|
||||
float horizontalSync;
|
||||
float horizontalSyncStrength;
|
||||
float flickering;
|
||||
float displayTerminalFrame;
|
||||
vec2 scaleNoiseSize;
|
||||
float screen_brightness;
|
||||
float bloom;
|
||||
float rbgShift;
|
||||
float screenShadowCoeff;
|
||||
float frameShadowCoeff;
|
||||
vec4 frameColor;
|
||||
vec2 margin;
|
||||
float prevLastUpdate;
|
||||
};
|
||||
|
||||
layout(binding = 1) uniform sampler2D source;
|
||||
layout(binding = 2) uniform sampler2D bloomSource;
|
||||
|
||||
float sum2(vec2 v) { return v.x + v.y; }
|
||||
float rgb2grey(vec3 v) { return dot(v, vec3(0.21, 0.72, 0.04)); }
|
||||
|
||||
vec3 convertWithChroma(vec3 inColor) {
|
||||
vec3 outColor = fontColor.rgb * rgb2grey(inColor);
|
||||
if (chromaColor != 0.0) {
|
||||
outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);
|
||||
}
|
||||
return outColor;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 cc = vec2(0.5) - qt_TexCoord0;
|
||||
|
||||
vec2 txt_coords = qt_TexCoord0;
|
||||
if (screenCurvature != 0.0) {
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
|
||||
txt_coords = -2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;
|
||||
}
|
||||
|
||||
vec3 txt_color = texture(source, txt_coords).rgb;
|
||||
|
||||
if (rbgShift != 0.0) {
|
||||
vec2 displacement = vec2(12.0, 0.0) * rbgShift;
|
||||
vec3 rightColor = texture(source, txt_coords + displacement).rgb;
|
||||
vec3 leftColor = texture(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 += vec3(0.0001);
|
||||
float greyscale_color = rgb2grey(txt_color);
|
||||
|
||||
float reflectionMask = 1.0;
|
||||
if (screenCurvature != 0.0) {
|
||||
float distortion = dot(cc, cc) * screenCurvature;
|
||||
vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
|
||||
reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
|
||||
reflectionMask = clamp(reflectionMask, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 finalColor;
|
||||
if (chromaColor != 0.0) {
|
||||
vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
|
||||
finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color * reflectionMask);
|
||||
} else {
|
||||
finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color * reflectionMask);
|
||||
}
|
||||
|
||||
if (bloom != 0.0) {
|
||||
vec4 bloomFullColor = texture(bloomSource, txt_coords);
|
||||
vec3 bloomColor = convertWithChroma(bloomFullColor.rgb);
|
||||
float bloomAlpha = bloomFullColor.a;
|
||||
finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);
|
||||
}
|
||||
|
||||
finalColor *= screen_brightness;
|
||||
fragColor = vec4(finalColor, qt_Opacity);
|
||||
}
|
||||
BIN
app/shaders/terminal_static.frag.qsb
Normal file
BIN
app/shaders/terminal_static.frag.qsb
Normal file
Binary file not shown.
Reference in New Issue
Block a user