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Removed javascript rand function, replaced with a much faster and gpu related random texture lookup. Other small improvements

This commit is contained in:
Filippo Scognamiglio
2014-03-31 14:13:51 +02:00
parent 5cb3c0c6ba
commit 9ff1bcb074
8 changed files with 165 additions and 99 deletions

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@@ -7,13 +7,36 @@ ShaderEffect{
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 real time: timetimer.time
property variant randomFunctionSource: randfuncsource
property real brightness_flickering: shadersettings.brightness_flickering
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)
vertexShader: "
uniform highp mat4 qt_Matrix;
uniform highp float time;
uniform sampler2D randomFunctionSource;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
varying lowp float brightness;
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;" +
(brightness_flickering !== 0 ?
"brightness = texture2D(randomFunctionSource, vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)))).r * "+brightness_flickering+";"
:
"brightness = 0.0;") + "
gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
uniform sampler2D source;
@@ -22,7 +45,7 @@ ShaderEffect{
uniform highp float ambient_light;
uniform vec4 reflection_color;
uniform highp float brightness;
varying lowp float brightness;
varying highp vec2 qt_TexCoord0;