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				https://github.com/Swordfish90/cool-retro-term.git
				synced 2025-10-30 22:54:21 +00:00 
			
		
		
		
	Moved bloom where it belongs, in postprocessing instead of preprocessing. Restored glowing line animation.
This commit is contained in:
		| @@ -19,14 +19,18 @@ | ||||
| *******************************************************************************/ | ||||
|  | ||||
| import QtQuick 2.0 | ||||
| import QtGraphicalEffects 1.0 | ||||
|  | ||||
| ShaderEffect { | ||||
|     property color font_color: shadersettings.font_color | ||||
|     property color background_color: shadersettings.background_color | ||||
|     property variant source: theSource | ||||
|     property variant bloomSource: bloomSource | ||||
|     property size txt_Size: Qt.size(terminal.width, terminal.height) | ||||
|     property real time: 0 | ||||
|  | ||||
|     property real bloom: shadersettings.bloom_strength | ||||
|  | ||||
|     property real noise_strength: shadersettings.noise_strength | ||||
|     property real screen_distorsion: shadersettings.screen_distortion | ||||
|     property real glowing_line_strength: shadersettings.glowing_line_strength | ||||
| @@ -54,6 +58,23 @@ ShaderEffect { | ||||
|     property real deltay: 3 / terminal.height | ||||
|     property real deltax: 3 / terminal.width | ||||
|  | ||||
|     //Blurred texture used for bloom | ||||
|     Loader{ | ||||
|         anchors.fill: parent | ||||
|         active: bloom !== 0 | ||||
|         FastBlur{ | ||||
|             radius: 32 | ||||
|             anchors.fill: parent | ||||
|             source: theSource | ||||
|             transparentBorder: true | ||||
|             ShaderEffectSource{ | ||||
|                 id: bloomSource | ||||
|                 sourceItem: parent | ||||
|                 hideSource: true | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     Timer{ | ||||
|         id: timetimer | ||||
|         onTriggered: time += interval | ||||
| @@ -62,6 +83,7 @@ ShaderEffect { | ||||
|         repeat: true | ||||
|     } | ||||
|  | ||||
|     //TODO fix the glow line which is after the first time | ||||
|     fragmentShader: " | ||||
|             uniform sampler2D source; | ||||
|             uniform highp float qt_Opacity; | ||||
| @@ -74,16 +96,17 @@ ShaderEffect { | ||||
|             uniform highp float deltax; | ||||
|             uniform highp float deltay;" + | ||||
|  | ||||
|             (noise_strength !== 0 ? "uniform highp float noise_strength;" : "") + | ||||
|             (screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+ | ||||
|             (glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+ | ||||
|             "uniform lowp float brightness;" + | ||||
|     (bloom !== 0 ? "uniform highp sampler2D bloomSource;" : "") + | ||||
|     (noise_strength !== 0 ? "uniform highp float noise_strength;" : "") + | ||||
|     (screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+ | ||||
|     (glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+ | ||||
|     "uniform lowp float brightness;" + | ||||
|  | ||||
|             (scanlines != 0 ? "uniform highp float scanlines;" : "") + | ||||
|     (scanlines != 0 ? "uniform highp float scanlines;" : "") + | ||||
|  | ||||
|             (shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") + | ||||
|     (shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") + | ||||
|  | ||||
|             "float rand(vec2 co, float time){ | ||||
|     "float rand(vec2 co, float time){ | ||||
|                 return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453); | ||||
|             } | ||||
|  | ||||
| @@ -97,44 +120,46 @@ ShaderEffect { | ||||
|             }" + | ||||
|  | ||||
|  | ||||
|             (glowing_line_strength !== 0 ? | ||||
|             "float randomPass(vec2 coords){ | ||||
|                 return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.0007)) * glowing_line_strength; | ||||
|     (glowing_line_strength !== 0 ? | ||||
|     "float randomPass(vec2 coords){ | ||||
|                 return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0002))) * glowing_line_strength; | ||||
|             }" : "") + | ||||
|  | ||||
|  | ||||
|             "void main() {" + | ||||
|                 "vec2 cc = vec2(0.5) - qt_TexCoord0;" + | ||||
|                 "float distance = length(cc);" + | ||||
|     "void main() {" + | ||||
|     "vec2 cc = vec2(0.5) - qt_TexCoord0;" + | ||||
|     "float distance = length(cc);" + | ||||
|  | ||||
|                 (screen_distorsion !== 0 ? | ||||
|                 "float distortion = dot(cc, cc) * screen_distorsion; | ||||
|     (screen_distorsion !== 0 ? | ||||
|     "float distortion = dot(cc, cc) * screen_distorsion; | ||||
|                  vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);" | ||||
|                 :"vec2 coords = qt_TexCoord0;") + | ||||
|     :"vec2 coords = qt_TexCoord0;") + | ||||
|  | ||||
|                 (shadersettings.horizontal_sincronization !== 0 ? | ||||
|                 "float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0)); | ||||
|     (shadersettings.horizontal_sincronization !== 0 ? | ||||
|     "float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0)); | ||||
|                 h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4)); | ||||
|                 coords.x = coords.x + h_distortion * 0.3 * horizontal_distortion;" + | ||||
|                     (noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "") | ||||
|                  : "") + | ||||
|     (noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "") | ||||
|     : "") + | ||||
|  | ||||
|                 "float color = texture2D(source, coords).r;" + | ||||
|     "float color = texture2D(source, coords).r;" + | ||||
|  | ||||
|                 (scanlines !== 0 ? | ||||
|                 "float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") + | ||||
|     (bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") + | ||||
|  | ||||
|                 (noise_strength !== 0 ? | ||||
|                 "color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") + | ||||
|     (scanlines !== 0 ? | ||||
|     "float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") + | ||||
|  | ||||
|                 (glowing_line_strength !== 0 ? | ||||
|                 "color += randomPass(coords) * glowing_line_strength;" : "") + | ||||
|     (noise_strength !== 0 ? | ||||
|     "color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") + | ||||
|  | ||||
|                 "vec3 finalColor = mix(background_color, font_color, color).rgb;" + | ||||
|                 "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance + scanline_alpha);" + | ||||
|     (glowing_line_strength !== 0 ? | ||||
|     "color += randomPass(coords) * glowing_line_strength;" : "") + | ||||
|  | ||||
|                 (screen_flickering !== 0 ? | ||||
|                 "finalColor = mix(finalColor, vec3(0.0), brightness);" : "") + | ||||
|                 "gl_FragColor = vec4(finalColor, 1.0); | ||||
|     "vec3 finalColor = mix(background_color, font_color, color).rgb;" + | ||||
|     "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance + scanline_alpha);" + | ||||
|  | ||||
|     (screen_flickering !== 0 ? | ||||
|     "finalColor = mix(finalColor, vec3(0.0), brightness);" : "") + | ||||
|     "gl_FragColor = vec4(finalColor, 1.0); | ||||
|             }" | ||||
| } | ||||
|   | ||||
| @@ -32,7 +32,7 @@ Item{ | ||||
|     property real screen_distortion: 0.15 | ||||
|     property real glowing_line_strength: 0.4 | ||||
|     property real motion_blur: 0.65 | ||||
|     property real bloom_strength: 0.8 | ||||
|     property real bloom_strength: 0.6 | ||||
|  | ||||
|     property real horizontal_sincronization: 0.1 | ||||
|     property real screen_flickering: 0.12 | ||||
|   | ||||
| @@ -49,23 +49,7 @@ Item{ | ||||
|         sourceItem: kterminal | ||||
|         hideSource: true | ||||
|     } | ||||
|     Loader{ | ||||
|         anchors.fill: parent | ||||
|         active: mBloom !== 0 | ||||
|         FastBlur{ | ||||
|             id: bloom | ||||
|             source: kterminal | ||||
|             radius: 32 | ||||
|             anchors.fill: parent | ||||
|             transparentBorder: true | ||||
|             ShaderEffectSource{ | ||||
|                 id: bloomSource | ||||
|                 sourceItem: bloom | ||||
|                 hideSource: true | ||||
|                 live: true | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     Loader{ | ||||
|         anchors.fill: parent | ||||
|         active: mBlur !== 0 | ||||
| @@ -74,7 +58,6 @@ Item{ | ||||
|             sourceItem: blurredterminal | ||||
|             recursive: true | ||||
|             live: true | ||||
|             smooth: false | ||||
|         } | ||||
|     } | ||||
|  | ||||
| @@ -83,7 +66,6 @@ Item{ | ||||
|         anchors.fill: parent | ||||
|         property variant source: source | ||||
|         property variant blurredSource: (mBlur !== 0) ? blurredSource : undefined | ||||
|         property variant bloomSource: (mBloom !== 0) ? bloomSource : undefined | ||||
|         z: 2 | ||||
|  | ||||
|         fragmentShader: | ||||
| @@ -94,14 +76,9 @@ Item{ | ||||
|  | ||||
|             (mBlur !== 0 ? | ||||
|                  "uniform lowp sampler2D blurredSource;" : "") + | ||||
|             (mBloom !== 0 ? | ||||
|                  "uniform lowp sampler2D bloomSource;" : "") + | ||||
|  | ||||
|             "void main() {" + | ||||
|             "float color = texture2D(source, qt_TexCoord0).r * 0.8 * 512.0;" + | ||||
|             (mBloom !== 0 ? | ||||
|                  "color += texture2D(bloomSource, qt_TexCoord0).r * 512.0 *" + mBloom + ";" : "" | ||||
|              ) + | ||||
|             (mBlur !== 0 ? | ||||
|                  "float blurredSourceColor = texture2D(blurredSource, qt_TexCoord0).r * 512.0;" + | ||||
|                  "color = mix(blurredSourceColor, color, " + motionBlurCoefficient + ");" : "" | ||||
|   | ||||
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