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https://github.com/Swordfish90/cool-retro-term.git
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Removed javascript rand function, replaced with a much faster and gpu related random texture lookup. Other small improvements
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app/frames/images/randfunction.png
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app/frames/images/randfunction.png
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After Width: | Height: | Size: 132 KiB |
@@ -7,13 +7,36 @@ ShaderEffect{
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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 real time: timetimer.time
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property variant randomFunctionSource: randfuncsource
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property real brightness_flickering: shadersettings.brightness_flickering
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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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vertexShader: "
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uniform highp mat4 qt_Matrix;
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uniform highp float time;
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uniform sampler2D randomFunctionSource;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;
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varying lowp float brightness;
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;" +
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(brightness_flickering !== 0 ?
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"brightness = texture2D(randomFunctionSource, vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)))).r * "+brightness_flickering+";"
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:
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"brightness = 0.0;") + "
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gl_Position = qt_Matrix * qt_Vertex;
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}"
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fragmentShader: "
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uniform sampler2D source;
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@@ -22,7 +45,7 @@ ShaderEffect{
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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 lowp float brightness;
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varying highp vec2 qt_TexCoord0;
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