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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:
Filippo Scognamiglio
2025-12-09 23:51:39 +01:00
parent 1d73abda51
commit 7038b30381
18 changed files with 756 additions and 569 deletions

63
app/shaders/burn_in.frag Normal file
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#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;
}

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#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;
}

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#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);
}

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#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;
}

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#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;
}

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#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);
}

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