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Add inner screen shadow. Various overall frame improvements.
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@ -3,13 +3,15 @@ import QtQuick 2.0
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import "utils.js" as Utils
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import "utils.js" as Utils
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ShaderEffect {
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ShaderEffect {
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property color _staticFrameColor: "#dedede"
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property color _backgroundColor: appSettings.backgroundColor
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property color _fontColor: appSettings.fontColor
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property color _lightColor: Utils.mix(_fontColor, _backgroundColor, 0.2)
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property real _ambientLight: Utils.lint(0.2, 0.8, appSettings.ambientLight)
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property color frameColor: Utils.mix(_staticFrameColor, _lightColor, _ambientLight)
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real ambientLight: Utils.lint(0.1, 0.9, appSettings.ambientLight)
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property real shadowLength: 0.5 * screenCurvature * Utils.lint(0.50, 1.5, _ambientLight)
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property color frameColor: "#dedede"
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property color fontColor: appSettings.fontColor
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property color backgroundColor: appSettings.backgroundColor
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property color reflectionColor: Utils.mix(fontColor, backgroundColor, 0.2)
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visible: screenCurvature != 0
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visible: screenCurvature != 0
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@ -19,10 +21,9 @@ ShaderEffect {
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#endif
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#endif
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uniform lowp float screenCurvature;
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uniform lowp float screenCurvature;
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uniform lowp float ambientLight;
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uniform lowp float shadowLength;
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uniform highp float qt_Opacity;
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uniform highp float qt_Opacity;
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uniform lowp vec4 frameColor;
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uniform lowp vec4 frameColor;
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uniform lowp vec4 reflectionColor;
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varying highp vec2 qt_TexCoord0;
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varying highp vec2 qt_TexCoord0;
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@ -36,6 +37,10 @@ ShaderEffect {
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return max(v.x, v.y);
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return max(v.x, v.y);
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}
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}
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float min2(vec2 v) {
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return min(v.x, v.y);
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}
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float sum2(vec2 v) {
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float sum2(vec2 v) {
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return v.x + v.y;
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return v.x + v.y;
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}
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}
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@ -44,15 +49,21 @@ ShaderEffect {
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vec2 staticCoords = qt_TexCoord0;
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vec2 staticCoords = qt_TexCoord0;
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vec2 coords = distortCoordinates(staticCoords);
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vec2 coords = distortCoordinates(staticCoords);
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vec3 color = mix(reflectionColor.rgb, frameColor.rgb, ambientLight);
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vec3 color = vec3(0.0);
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float dist = 0.5 * screenCurvature;
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float alpha = 0.0;
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float shadowMask = 0.00 + max2(1.0 - smoothstep(vec2(-dist), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + dist), coords));
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float outShadowLength = shadowLength;
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shadowMask = clamp(0.0, 1.0, shadowMask);
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float inShadowLength = 0.5 * shadowLength;
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color *= pow(shadowMask, 0.5);
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float alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, pow(shadowMask, 0.5));
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outShadow = clamp(0.0, 1.0, outShadow);
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color += frameColor.rgb * sqrt(outShadow);
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alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
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float inShadow = min2(step(vec2(0.0), coords) - step(vec2(1.0), coords));
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inShadow -= min2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
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alpha += 0.35 * inShadow;
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gl_FragColor = vec4(color * alpha, alpha);
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gl_FragColor = vec4(color * alpha, alpha);
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}
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}
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@ -254,7 +254,7 @@ ShaderEffect {
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(screenCurvature !== 0 ? "
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(screenCurvature !== 0 ? "
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float distortion = dot(cc, cc) * screenCurvature;
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float distortion = dot(cc, cc) * screenCurvature;
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vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
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vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
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vec2 staticCoords = -curvatureCoords + vec2(2.0) * step(vec2(0.0), curvatureCoords) * curvatureCoords - vec2(2.0) * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
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vec2 staticCoords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
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:"
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:"
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vec2 staticCoords = qt_TexCoord0;") +
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vec2 staticCoords = qt_TexCoord0;") +
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