mirror of
				https://github.com/Swordfish90/cool-retro-term.git
				synced 2025-11-04 00:52:11 +00:00 
			
		
		
		
	Added blur in shader and some refactoring
This commit is contained in:
		@@ -1,9 +1,11 @@
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import QtQuick 2.0
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					import QtQuick 2.0
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Item{
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					Item{
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    property real noise_strength: 0.25
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					    property color background_color: "#000000"
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    property rect base_color: Qt.rect(1.0, 0.9, 0.0, 1.0)
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					    property color font_color: "#ffff55"
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					    property real noise_strength: 0.1
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    property real screen_distortion: 0.15
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					    property real screen_distortion: 0.15
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    property real glowing_line_strength: 0.7
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					    property real glowing_line_strength: 0.4
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    //property real faulty_screen_prob: 1.0
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					    //property real faulty_screen_prob: 1.0
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}
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					}
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@@ -11,8 +11,9 @@ TerminalScreen {
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    property var lineComponent : Qt.createComponent("TerminalLine.qml")
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					    property var lineComponent : Qt.createComponent("TerminalLine.qml")
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    font.family: "monospace"
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					    font.family: "Pet Me"
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    font.pointSize: 17
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					    font.pointSize: 14
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					    //font.bold: true
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    Text {
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					    Text {
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        id: fontMetricText
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					        id: fontMetricText
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@@ -25,7 +26,7 @@ TerminalScreen {
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    Rectangle {
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					    Rectangle {
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        id: background
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					        id: background
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        anchors.fill: parent
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					        anchors.fill: parent
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        color: "black"
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					        color: shadersettings.background_color
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    }
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					    }
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    Connections {
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					    Connections {
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@@ -115,18 +116,18 @@ TerminalScreen {
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        height: fontHeight
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					        height: fontHeight
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        x: 0
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					        x: 0
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        y: 0
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					        y: 0
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        color: "white"
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					        color: shadersettings.font_color
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        SequentialAnimation on opacity{
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					//        SequentialAnimation on opacity{
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            NumberAnimation{from: 0; to: 1; duration: 500}
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					//            NumberAnimation{from: 0; to: 1; duration: 500}
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            NumberAnimation{from: 1; to: 0; duration: 500}
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					//            NumberAnimation{from: 1; to: 0; duration: 500}
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            loops: Animation.Infinite
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					//            loops: Animation.Infinite
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        }
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					//        }
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    }
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					    }
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    Rectangle {
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					    Rectangle {
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        id: flash
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					        id: flash
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        anchors.fill: parent
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					        anchors.fill: parent
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        color: "grey"
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					        color: shadersettings.font_color
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        opacity: 0
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					        opacity: 0
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        SequentialAnimation {
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					        SequentialAnimation {
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            id: flashAnimation
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					            id: flashAnimation
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@@ -48,7 +48,7 @@ ObjectDestructItem {
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        id: textElement
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					        id: textElement
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        anchors.fill: parent
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					        anchors.fill: parent
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        text: objectHandle.text
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					        text: objectHandle.text
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        color: "white" //objectHandle.foregroundColor
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					        color: shadersettings.font_color
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        font: textItem.font
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					        font: textItem.font
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        textFormat: Text.PlainText
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					        textFormat: Text.PlainText
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    }
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					    }
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@@ -27,13 +27,14 @@
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import QtQuick 2.1
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					import QtQuick 2.1
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import QtQuick.Window 2.1
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					import QtQuick.Window 2.1
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import QtQuick.Controls 1.0
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					import QtQuick.Controls 1.0
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					import QtGraphicalEffects 1.0
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ApplicationWindow{
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					ApplicationWindow{
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    id: mainwindow
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					    id: mainwindow
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    width: 1024
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					    width: 1024
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    height: 768
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					    height: 768
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    title: terminal.screen.title ? terminal.screen.title : qsTr("Terminal")
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					    title: qsTr("Terminal")
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    visible: true
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					    visible: true
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@@ -51,8 +52,9 @@ ApplicationWindow{
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        id: shadercontainer
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					        id: shadercontainer
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        anchors.fill: parent
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					        anchors.fill: parent
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        blending: false
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					        blending: false
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        z: 10
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					        z: 2
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        property rect base_color: shadersettings.base_color
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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 variant source: theSource
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					        property variant source: theSource
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        property size txt_Size: Qt.size(terminal.width, terminal.height)
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					        property size txt_Size: Qt.size(terminal.width, terminal.height)
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        property real time: 0
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					        property real time: 0
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@@ -60,6 +62,8 @@ ApplicationWindow{
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        property real noise_strength: shadersettings.noise_strength
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					        property real noise_strength: shadersettings.noise_strength
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        property real screen_distorsion: shadersettings.screen_distortion
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					        property real screen_distorsion: shadersettings.screen_distortion
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        property real glowing_line_strength: shadersettings.glowing_line_strength
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					        property real glowing_line_strength: shadersettings.glowing_line_strength
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					        property real deltay: 1.0 / terminal.height
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					        property real deltax: 1.0 / terminal.width
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        //property real faulty_screen_prob: shadersettings.faulty_screen_prob
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					        //property real faulty_screen_prob: shadersettings.faulty_screen_prob
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        NumberAnimation on time{
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					        NumberAnimation on time{
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@@ -77,13 +81,16 @@ ApplicationWindow{
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                        uniform highp vec2 txt_Size;
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					                        uniform highp vec2 txt_Size;
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                        varying highp vec2 qt_TexCoord0;
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					                        varying highp vec2 qt_TexCoord0;
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                        uniform highp vec4 base_color;
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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 noise_strength;
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					                        uniform highp float noise_strength;
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                        uniform highp float screen_distorsion;
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					                        uniform highp float screen_distorsion;
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                        uniform highp float glowing_line_strength;
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					                        uniform highp float glowing_line_strength;
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					                        uniform highp float deltax;
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					                        uniform highp float deltay;
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                        float rand(vec2 co, float time){
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					                        float rand(vec2 co, float time){
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                            return fract(sin(dot(co.xy ,vec2(1.129898 * time ,78.233))) * 43758.5453);
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					                            return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
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                        }
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					                        }
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                        float stepNoise(vec2 p){
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					                        float stepNoise(vec2 p){
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@@ -101,30 +108,40 @@ ApplicationWindow{
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                            return (coords + cc * (1.0 + dist) * dist);
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					                            return (coords + cc * (1.0 + dist) * dist);
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                        }
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					                        }
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                        float drawGlowEffect(vec2 pos){
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                            float dist = length(pos - vec2(0.5, 0.5)) * 1.5;
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                            return 1.0 - dist;
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                        }
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                        float randomPass(vec2 coords){
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					                        float randomPass(vec2 coords){
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                            return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
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					                            return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
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                        }
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					                        }
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					                        vec4 blurredColor(sampler2D source, vec2 coords){
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					                            vec4 sum = vec4(0.0);
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					                            sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
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					                            sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
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					                            return sum;
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					                        }
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                        void main() {
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					                        void main() {
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                            vec2 coords = distortCoordinates(qt_TexCoord0);
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					                            vec2 coords = distortCoordinates(qt_TexCoord0);
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                            //Emulate faulty screen
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					                            //Emulate faulty screen
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                            //coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
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					                            //coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
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                            vec4 color = texture2D(source, coords);
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					                            //vec4 color = texture2D(source, coords);
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					                            vec4 color = blurredColor(source, coords);
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                            float alpha = getScanlineIntensity(coords) * step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
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					                            float alpha = getScanlineIntensity(coords) * step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
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                            float glow = drawGlowEffect(qt_TexCoord0)*0.3;
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					                            //float alpha = 1.0;
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                            float noise = stepNoise(coords) * noise_strength;
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					                            float noise = stepNoise(coords) * noise_strength;
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                            float randomPass = randomPass(coords) * 0.3;
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					                            float randomPass = randomPass(coords) * glowing_line_strength;
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                            vec4 artificialColor = vec4((glow + randomPass), (glow + randomPass), (glow + randomPass), 0.0);
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					                            vec4 added_color = (noise + randomPass) * font_color;
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                            vec4 finalColor = base_color * color + artificialColor * base_color;
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					                            vec4 finalColor = color + added_color;
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                            gl_FragColor = mix(finalColor, vec4(vec3(0.0), 1.0), 1.0 - alpha + noise);
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					                            gl_FragColor = mix(finalColor, background_color, 1.0 - alpha);
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                        }"
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					                        }"
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    }
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					    }
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@@ -132,5 +149,20 @@ ApplicationWindow{
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        id: terminal
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					        id: terminal
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        width: mainwindow.width
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					        width: mainwindow.width
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        height: mainwindow.height
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					        height: mainwindow.height
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					        visible: false
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					        //FIXME: Ugly forced clear terminal at the beginning
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					        Component.onCompleted: terminal.screen.sendKey("l", 76, 67108864);
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					    }
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					    RadialGradient{
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					        z: 4
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					        anchors.fill: terminal
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					        cached: true
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					        opacity: 0.3
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					        gradient: Gradient{
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					            GradientStop{position: 0.0; color: shadersettings.font_color}
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					            GradientStop{position: 0.7; color: shadersettings.background_color}
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					        }
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    }
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					    }
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}
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					}
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