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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-02-22 04:49:02 +00:00
Normals on the frame are now woriking correctly. The screen light coherently the frame.
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parent
d0e4086d86
commit
87880e08fd
@ -16,5 +16,5 @@ TerminalFrame{
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normalsSource: "../images/black-frame-normals.png"
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normalsSource: "../images/black-frame-normals.png"
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sourceRect: Qt.rect(-80, -90, terminal.width + 160, terminal.height + 180)
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sourceRect: Qt.rect(-80, -90, terminal.width + 160, terminal.height + 180)
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shaderString: "WhiteFrameShader.qml"
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shaderString: "FrameShader.qml"
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}
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}
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@ -5,8 +5,8 @@ TerminalFrame{
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id: frame
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id: frame
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z: 2.1
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z: 2.1
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anchors.fill: parent
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anchors.fill: parent
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addedWidth: 190
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addedWidth: 140
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addedHeight: 190
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addedHeight: 140
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borderLeft: 116
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borderLeft: 116
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borderRight: 116
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borderRight: 116
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borderTop: 116
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borderTop: 116
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@ -12,8 +12,8 @@ TerminalFrame{
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borderTop: 116
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borderTop: 116
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borderBottom: 116
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borderBottom: 116
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imageSource: "../images/screen-frame.png"
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imageSource: "../images/screen-frame.png"
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//normalsSource: "../images/screen-frame-normals.png"
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normalsSource: "../images/screen-frame-normals.png"
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sourceRect: Qt.rect(-65, -75, terminal.width + 130, terminal.height + 150)
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sourceRect: Qt.rect(-65, -75, terminal.width + 130, terminal.height + 150)
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shaderString: "WhiteFrameShader.qml"
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shaderString: "FrameShader.qml"
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}
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}
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Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.1 MiB |
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Before Width: | Height: | Size: 646 KiB After Width: | Height: | Size: 507 KiB |
46
app/frames/utils/FrameShader.qml
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46
app/frames/utils/FrameShader.qml
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@ -0,0 +1,46 @@
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import QtQuick 2.1
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ShaderEffect{
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property variant source: framesource
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property variant normals: framesourcenormals
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property real screen_distorsion: shadersettings.screen_distortion
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property real ambient_light: shadersettings.ambient_light
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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 real brightness: shadercontainer.brightness
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property color reflection_color: Qt.rgba((font_color.r*0.3 + background_color.r*0.7),
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(font_color.g*0.3 + background_color.g*0.7),
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(font_color.b*0.3 + background_color.b*0.7),
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1.0)
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fragmentShader: "
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uniform sampler2D source;
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uniform sampler2D normals;
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uniform highp float screen_distorsion;
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uniform highp float ambient_light;
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uniform vec4 reflection_color;
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uniform highp float brightness;
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varying highp vec2 qt_TexCoord0;
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = coords - vec2(0.5);
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float dist = dot(cc, cc) * screen_distorsion;
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return (coords + cc * (1.0 + dist) * dist);
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}
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void main(){
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vec2 coords = distortCoordinates(qt_TexCoord0);
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vec4 txt_color = texture2D(source, coords);
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vec4 txt_normal = texture2D(normals, coords);
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vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
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vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
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float reflection = dot(normal, light_dir) * 0.4 * brightness + 0.2;
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vec3 final_color = reflection_color * reflection * 0.5;
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final_color += txt_color * ambient_light;
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gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a);
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}"
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}
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@ -46,11 +46,11 @@ Item{
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sourceItem: frameimage
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sourceItem: frameimage
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hideSource: true
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hideSource: true
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}
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}
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// ShaderEffectSource{
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ShaderEffectSource{
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// id: framesourcenormals
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id: framesourcenormals
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// sourceItem: framenormals
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sourceItem: framenormals
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// hideSource: true
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hideSource: true
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// }
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}
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Loader{
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Loader{
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anchors.fill: frameimage
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anchors.fill: frameimage
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source: shaderString
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source: shaderString
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@ -1,65 +0,0 @@
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import QtQuick 2.1
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ShaderEffect{
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property variant source: framesource
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//property variant normals: framesourcenormals
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property real screen_distorsion: shadersettings.screen_distortion
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property real ambient_light: shadersettings.ambient_light
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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 real brightness: shadercontainer.brightness
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// fragmentShader: "
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// uniform sampler2D source;
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// uniform sampler2D normals;
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// uniform highp float screen_distorsion;
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// uniform highp float ambient_light;
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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 brightness;
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// varying highp vec2 qt_TexCoord0;
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// vec2 distortCoordinates(vec2 coords){
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// vec2 cc = coords - vec2(0.5);
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// float dist = dot(cc, cc) * screen_distorsion;
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// return (coords + cc * (1.0 + dist) * dist);
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// }
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// void main(){
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// vec2 coords = distortCoordinates(qt_TexCoord0);
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// vec4 txt_color = texture2D(source, coords);
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// vec4 normala = texture2D(normals, coords);
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// vec3 normal = normalize(normala.rgb) * txt_color.a;
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// float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.4 * brightness;
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// vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection;
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// vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
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// gl_FragColor = vec4(final_color, txt_color.a);
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// }"
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fragmentShader: "
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uniform sampler2D source;
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uniform highp float screen_distorsion;
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uniform highp float ambient_light;
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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 brightness;
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varying highp vec2 qt_TexCoord0;
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = coords - vec2(0.5);
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float dist = dot(cc, cc) * screen_distorsion;
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return (coords + cc * (1.0 + dist) * dist);
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}
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void main(){
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vec2 coords = distortCoordinates(qt_TexCoord0);
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vec4 txt_color = texture2D(source, coords);
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vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * 0.2 * brightness;
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vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
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gl_FragColor = vec4(final_color, txt_color.a);
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}"
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}
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