mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 02:01:19 +00:00
Moved bloom where it belongs, in postprocessing instead of preprocessing. Restored glowing line animation.
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@ -19,14 +19,18 @@
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*******************************************************************************/
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import QtQuick 2.0
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import QtGraphicalEffects 1.0
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ShaderEffect {
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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 bloomSource: bloomSource
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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 bloom: shadersettings.bloom_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 glowing_line_strength: shadersettings.glowing_line_strength
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@ -54,6 +58,23 @@ ShaderEffect {
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property real deltay: 3 / terminal.height
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property real deltax: 3 / terminal.width
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//Blurred texture used for bloom
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Loader{
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anchors.fill: parent
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active: bloom !== 0
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FastBlur{
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radius: 32
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anchors.fill: parent
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source: theSource
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transparentBorder: true
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ShaderEffectSource{
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id: bloomSource
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sourceItem: parent
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hideSource: true
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}
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}
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}
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Timer{
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id: timetimer
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onTriggered: time += interval
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@ -62,6 +83,7 @@ ShaderEffect {
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repeat: true
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}
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//TODO fix the glow line which is after the first time
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fragmentShader: "
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uniform sampler2D source;
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uniform highp float qt_Opacity;
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@ -74,16 +96,17 @@ ShaderEffect {
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uniform highp float deltax;
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uniform highp float deltay;" +
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(noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
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(screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
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"uniform lowp float brightness;" +
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(bloom !== 0 ? "uniform highp sampler2D bloomSource;" : "") +
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(noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
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(screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
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"uniform lowp float brightness;" +
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(scanlines != 0 ? "uniform highp float scanlines;" : "") +
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(scanlines != 0 ? "uniform highp float scanlines;" : "") +
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(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
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(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
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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(0.37898 * time ,0.78233))) * 437.5875453);
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}
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@ -97,44 +120,46 @@ ShaderEffect {
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}" +
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(glowing_line_strength !== 0 ?
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"float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.0007)) * glowing_line_strength;
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(glowing_line_strength !== 0 ?
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"float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0002))) * glowing_line_strength;
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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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"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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(screen_distorsion !== 0 ?
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"float distortion = dot(cc, cc) * screen_distorsion;
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(screen_distorsion !== 0 ?
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"float distortion = dot(cc, cc) * screen_distorsion;
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vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
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:"vec2 coords = qt_TexCoord0;") +
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:"vec2 coords = qt_TexCoord0;") +
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(shadersettings.horizontal_sincronization !== 0 ?
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"float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
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(shadersettings.horizontal_sincronization !== 0 ?
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"float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
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h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
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coords.x = coords.x + h_distortion * 0.3 * horizontal_distortion;" +
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(noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "")
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: "") +
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(noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "")
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: "") +
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"float color = texture2D(source, coords).r;" +
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"float color = texture2D(source, coords).r;" +
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(scanlines !== 0 ?
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"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") +
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(bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
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(noise_strength !== 0 ?
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"color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
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(scanlines !== 0 ?
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"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") +
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(glowing_line_strength !== 0 ?
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"color += randomPass(coords) * glowing_line_strength;" : "") +
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(noise_strength !== 0 ?
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"color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance + scanline_alpha);" +
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(glowing_line_strength !== 0 ?
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"color += randomPass(coords) * glowing_line_strength;" : "") +
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(screen_flickering !== 0 ?
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"finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"gl_FragColor = vec4(finalColor, 1.0);
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance + scanline_alpha);" +
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(screen_flickering !== 0 ?
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"finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"gl_FragColor = vec4(finalColor, 1.0);
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}"
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}
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@ -32,7 +32,7 @@ Item{
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property real screen_distortion: 0.15
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property real glowing_line_strength: 0.4
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property real motion_blur: 0.65
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property real bloom_strength: 0.8
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property real bloom_strength: 0.6
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property real horizontal_sincronization: 0.1
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property real screen_flickering: 0.12
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@ -49,23 +49,7 @@ Item{
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sourceItem: kterminal
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hideSource: true
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}
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Loader{
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anchors.fill: parent
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active: mBloom !== 0
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FastBlur{
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id: bloom
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source: kterminal
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radius: 32
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anchors.fill: parent
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transparentBorder: true
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ShaderEffectSource{
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id: bloomSource
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sourceItem: bloom
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hideSource: true
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live: true
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}
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}
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}
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Loader{
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anchors.fill: parent
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active: mBlur !== 0
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@ -74,7 +58,6 @@ Item{
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sourceItem: blurredterminal
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recursive: true
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live: true
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smooth: false
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}
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}
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@ -83,7 +66,6 @@ Item{
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anchors.fill: parent
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property variant source: source
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property variant blurredSource: (mBlur !== 0) ? blurredSource : undefined
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property variant bloomSource: (mBloom !== 0) ? bloomSource : undefined
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z: 2
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fragmentShader:
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@ -94,14 +76,9 @@ Item{
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(mBlur !== 0 ?
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"uniform lowp sampler2D blurredSource;" : "") +
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(mBloom !== 0 ?
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"uniform lowp sampler2D bloomSource;" : "") +
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"void main() {" +
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"float color = texture2D(source, qt_TexCoord0).r * 0.8 * 512.0;" +
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(mBloom !== 0 ?
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"color += texture2D(bloomSource, qt_TexCoord0).r * 512.0 *" + mBloom + ";" : ""
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) +
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(mBlur !== 0 ?
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"float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).r * 512.0;" +
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"color = mix(blurredSourceColor, color, " + motionBlurCoefficient + ");" : ""
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