mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-02-21 04:19:00 +00:00
Normals on the frame are now woriking correctly. The screen light coherently the frame.
This commit is contained in:
parent
d0e4086d86
commit
87880e08fd
@ -16,5 +16,5 @@ TerminalFrame{
|
||||
normalsSource: "../images/black-frame-normals.png"
|
||||
sourceRect: Qt.rect(-80, -90, terminal.width + 160, terminal.height + 180)
|
||||
|
||||
shaderString: "WhiteFrameShader.qml"
|
||||
shaderString: "FrameShader.qml"
|
||||
}
|
||||
|
@ -5,8 +5,8 @@ TerminalFrame{
|
||||
id: frame
|
||||
z: 2.1
|
||||
anchors.fill: parent
|
||||
addedWidth: 190
|
||||
addedHeight: 190
|
||||
addedWidth: 140
|
||||
addedHeight: 140
|
||||
borderLeft: 116
|
||||
borderRight: 116
|
||||
borderTop: 116
|
||||
|
@ -12,8 +12,8 @@ TerminalFrame{
|
||||
borderTop: 116
|
||||
borderBottom: 116
|
||||
imageSource: "../images/screen-frame.png"
|
||||
//normalsSource: "../images/screen-frame-normals.png"
|
||||
normalsSource: "../images/screen-frame-normals.png"
|
||||
sourceRect: Qt.rect(-65, -75, terminal.width + 130, terminal.height + 150)
|
||||
|
||||
shaderString: "WhiteFrameShader.qml"
|
||||
shaderString: "FrameShader.qml"
|
||||
}
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.1 MiB |
Binary file not shown.
Before Width: | Height: | Size: 646 KiB After Width: | Height: | Size: 507 KiB |
46
app/frames/utils/FrameShader.qml
Normal file
46
app/frames/utils/FrameShader.qml
Normal file
@ -0,0 +1,46 @@
|
||||
import QtQuick 2.1
|
||||
|
||||
ShaderEffect{
|
||||
property variant source: framesource
|
||||
property variant normals: framesourcenormals
|
||||
property real screen_distorsion: shadersettings.screen_distortion
|
||||
property real ambient_light: shadersettings.ambient_light
|
||||
property color font_color: shadersettings.font_color
|
||||
property color background_color: shadersettings.background_color
|
||||
property real brightness: shadercontainer.brightness
|
||||
|
||||
property color reflection_color: Qt.rgba((font_color.r*0.3 + background_color.r*0.7),
|
||||
(font_color.g*0.3 + background_color.g*0.7),
|
||||
(font_color.b*0.3 + background_color.b*0.7),
|
||||
1.0)
|
||||
|
||||
|
||||
fragmentShader: "
|
||||
uniform sampler2D source;
|
||||
uniform sampler2D normals;
|
||||
uniform highp float screen_distorsion;
|
||||
uniform highp float ambient_light;
|
||||
|
||||
uniform vec4 reflection_color;
|
||||
uniform highp float brightness;
|
||||
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
vec2 distortCoordinates(vec2 coords){
|
||||
vec2 cc = coords - vec2(0.5);
|
||||
float dist = dot(cc, cc) * screen_distorsion;
|
||||
return (coords + cc * (1.0 + dist) * dist);
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 coords = distortCoordinates(qt_TexCoord0);
|
||||
vec4 txt_color = texture2D(source, coords);
|
||||
vec4 txt_normal = texture2D(normals, coords);
|
||||
vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
|
||||
vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
|
||||
float reflection = dot(normal, light_dir) * 0.4 * brightness + 0.2;
|
||||
vec3 final_color = reflection_color * reflection * 0.5;
|
||||
final_color += txt_color * ambient_light;
|
||||
gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a);
|
||||
}"
|
||||
}
|
@ -46,11 +46,11 @@ Item{
|
||||
sourceItem: frameimage
|
||||
hideSource: true
|
||||
}
|
||||
// ShaderEffectSource{
|
||||
// id: framesourcenormals
|
||||
// sourceItem: framenormals
|
||||
// hideSource: true
|
||||
// }
|
||||
ShaderEffectSource{
|
||||
id: framesourcenormals
|
||||
sourceItem: framenormals
|
||||
hideSource: true
|
||||
}
|
||||
Loader{
|
||||
anchors.fill: frameimage
|
||||
source: shaderString
|
||||
|
@ -1,65 +0,0 @@
|
||||
import QtQuick 2.1
|
||||
|
||||
ShaderEffect{
|
||||
property variant source: framesource
|
||||
//property variant normals: framesourcenormals
|
||||
property real screen_distorsion: shadersettings.screen_distortion
|
||||
property real ambient_light: shadersettings.ambient_light
|
||||
property color font_color: shadersettings.font_color
|
||||
property color background_color: shadersettings.background_color
|
||||
property real brightness: shadercontainer.brightness
|
||||
|
||||
// fragmentShader: "
|
||||
// uniform sampler2D source;
|
||||
// uniform sampler2D normals;
|
||||
// uniform highp float screen_distorsion;
|
||||
// uniform highp float ambient_light;
|
||||
|
||||
// uniform highp vec4 font_color;
|
||||
// uniform highp vec4 background_color;
|
||||
// uniform highp float brightness;
|
||||
|
||||
// varying highp vec2 qt_TexCoord0;
|
||||
|
||||
// vec2 distortCoordinates(vec2 coords){
|
||||
// vec2 cc = coords - vec2(0.5);
|
||||
// float dist = dot(cc, cc) * screen_distorsion;
|
||||
// return (coords + cc * (1.0 + dist) * dist);
|
||||
// }
|
||||
|
||||
// void main(){
|
||||
// vec2 coords = distortCoordinates(qt_TexCoord0);
|
||||
// vec4 txt_color = texture2D(source, coords);
|
||||
// vec4 normala = texture2D(normals, coords);
|
||||
// vec3 normal = normalize(normala.rgb) * txt_color.a;
|
||||
// float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.4 * brightness;
|
||||
// vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection;
|
||||
// vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
|
||||
// gl_FragColor = vec4(final_color, txt_color.a);
|
||||
// }"
|
||||
|
||||
fragmentShader: "
|
||||
uniform sampler2D source;
|
||||
uniform highp float screen_distorsion;
|
||||
uniform highp float ambient_light;
|
||||
|
||||
uniform highp vec4 font_color;
|
||||
uniform highp vec4 background_color;
|
||||
uniform highp float brightness;
|
||||
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
vec2 distortCoordinates(vec2 coords){
|
||||
vec2 cc = coords - vec2(0.5);
|
||||
float dist = dot(cc, cc) * screen_distorsion;
|
||||
return (coords + cc * (1.0 + dist) * dist);
|
||||
}
|
||||
|
||||
void main(){
|
||||
vec2 coords = distortCoordinates(qt_TexCoord0);
|
||||
vec4 txt_color = texture2D(source, coords);
|
||||
vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * 0.2 * brightness;
|
||||
vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
|
||||
gl_FragColor = vec4(final_color, txt_color.a);
|
||||
}"
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user