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	Sligtly dim screen near the borders. Noise is now stronger near the center of the screen.
This commit is contained in:
		| @@ -43,7 +43,7 @@ ShaderEffect { | ||||
|     } | ||||
|  | ||||
|  | ||||
|     //Manage brightness the function might be improved | ||||
|     //Manage brightness (the function might be improved) | ||||
|     property real screen_flickering: shadersettings.screen_flickering | ||||
|     property real _A: 0.5 + Math.random() * 0.2 | ||||
|     property real _B: 0.3 + Math.random() * 0.2 | ||||
| @@ -56,7 +56,6 @@ ShaderEffect { | ||||
|                                   _B * Math.sin(b * time) + | ||||
|                                   _C * Math.cos(c * time)) | ||||
|  | ||||
|  | ||||
|     property real deltay: 3 / terminal.height | ||||
|     property real deltax: 3 / terminal.width | ||||
|     property real horizontal_distortion: 0.0 | ||||
| @@ -103,12 +102,6 @@ ShaderEffect { | ||||
|                 return abs(sin(pos.y * txt_Size.y)) * 0.5; | ||||
|             }" + | ||||
|  | ||||
|             (screen_distorsion !== 0 ? | ||||
|             "vec2 distortCoordinates(vec2 coords){ | ||||
|                 vec2 cc = coords - vec2(0.5); | ||||
|                 float dist = dot(cc, cc) * screen_distorsion ; | ||||
|                 return (coords + cc * (1.0 + dist) * dist); | ||||
|             }" : "") + | ||||
|  | ||||
|             (glowing_line_strength !== 0 ? | ||||
|             "float randomPass(vec2 coords){ | ||||
| @@ -117,7 +110,13 @@ ShaderEffect { | ||||
|  | ||||
|  | ||||
|             "void main() {" + | ||||
|                 (screen_distorsion !== 0 ? "vec2 coords = distortCoordinates(qt_TexCoord0);" : "vec2 coords = qt_TexCoord0;") + | ||||
|                 "vec2 cc = vec2(0.5) - qt_TexCoord0;" + | ||||
|                 "float distance = length(cc);" + | ||||
|  | ||||
|                 (screen_distorsion !== 0 ? | ||||
|                 "float distortion = dot(cc, cc) * screen_distorsion; | ||||
|                  vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);" | ||||
|                 :"vec2 coords = qt_TexCoord0;") + | ||||
|  | ||||
|                 (horizontal_distortion !== 0 ? | ||||
|                 "float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05)); | ||||
| @@ -129,17 +128,16 @@ ShaderEffect { | ||||
|                 "float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") + | ||||
|  | ||||
|                 (noise_strength !== 0 ? | ||||
|                 "color += stepNoise(coords) * noise_strength;" : "") + | ||||
|                 "color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") + | ||||
|  | ||||
|                 (glowing_line_strength !== 0 ? | ||||
|                 "color += randomPass(coords) * glowing_line_strength;" : "") + | ||||
|  | ||||
|                 "vec3 finalColor = mix(background_color, font_color, color).rgb; | ||||
|                 finalColor = mix(finalColor, vec3(0.0), scanline_alpha);" + | ||||
|                 "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); | ||||
|             }" | ||||
| } | ||||
|   | ||||
| @@ -1,6 +1,6 @@ | ||||
| <?xml version="1.0" encoding="UTF-8"?> | ||||
| <!DOCTYPE QtCreatorProject> | ||||
| <!-- Written by QtCreator 3.0.1, 2014-03-25T13:54:12. --> | ||||
| <!-- Written by QtCreator 3.0.1, 2014-03-26T00:30:22. --> | ||||
| <qtcreator> | ||||
|  <data> | ||||
|   <variable>ProjectExplorer.Project.ActiveTarget</variable> | ||||
|   | ||||
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