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	Fixed some other warnings in shader. Little improvements in reflections.
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		| @@ -93,7 +93,7 @@ ShaderEffect { | ||||
|                         "qt_TexCoord0.y = -"+disp_top.toFixed(1)+"/txt_Size.y + qt_MultiTexCoord0.y / ((txt_Size.y -("+(disp_top+disp_bottom).toFixed(1)+")) / txt_Size.y);" + | ||||
|                         "vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" + | ||||
|                         (brightness_flickering !== 0.0 ? " | ||||
|                             brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering+";" | ||||
|                             brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering.toFixed(1)+";" | ||||
|                         :   "") + | ||||
|  | ||||
|                         (horizontal_sincronization !== 0.0 ? " | ||||
| @@ -193,11 +193,11 @@ ShaderEffect { | ||||
|             color += randomPass(coords) * glowing_line_strength;" : "") + | ||||
|  | ||||
|         (rasterization !== shadersettings.no_rasterization ? " | ||||
|             color = mix(color, color * getScanlineIntensity(originalCoord), "+ rasterization_strength +");" | ||||
|             color = mix(color, color * getScanlineIntensity(originalCoord), "+ rasterization_strength.toFixed(1) +");" | ||||
|         : "") + | ||||
|  | ||||
|         (bloom !== 0 ? " | ||||
|             color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") + | ||||
|             color += texture2D(bloomSource, coords).r *" + (2.5 * bloom).toFixed(1) + ";" : "") + | ||||
|  | ||||
|         "vec3 finalColor = mix(background_color, font_color, color).rgb;" + | ||||
|         "finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" + | ||||
| @@ -205,7 +205,7 @@ ShaderEffect { | ||||
|         (brightness_flickering !== 0 ? " | ||||
|             finalColor = mix(finalColor, vec3(0.0), brightness);" : "") + | ||||
|  | ||||
|         "gl_FragColor = vec4(finalColor *"+brightness+", qt_Opacity); | ||||
|         "gl_FragColor = vec4(finalColor *"+brightness.toFixed(1)+", qt_Opacity); | ||||
|     }" | ||||
|  | ||||
|      onStatusChanged: console.log(log) //Print warning messages | ||||
|   | ||||
| @@ -82,7 +82,7 @@ Item{ | ||||
|     property var fonts_list: fontlist | ||||
|  | ||||
|     property bool frame_reflections: true | ||||
|     property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.4 | ||||
|     property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.15 | ||||
|  | ||||
|     property var profiles_list: profileslist | ||||
|     property int profiles_index: 0 | ||||
|   | ||||
| @@ -1,6 +1,6 @@ | ||||
| <?xml version="1.0" encoding="UTF-8"?> | ||||
| <!DOCTYPE QtCreatorProject> | ||||
| <!-- Written by QtCreator 3.0.1, 2014-04-05T12:53:24. --> | ||||
| <!-- Written by QtCreator 3.0.1, 2014-04-06T16:41:45. --> | ||||
| <qtcreator> | ||||
|  <data> | ||||
|   <variable>ProjectExplorer.Project.ActiveTarget</variable> | ||||
|   | ||||
| @@ -23,7 +23,7 @@ TerminalFrame{ | ||||
|     displacementLeft: 43.0 | ||||
|     displacementTop: 40.0 | ||||
|     displacementRight: 35.0 | ||||
|     displacementBottom: 32.0 | ||||
|     displacementBottom: 30.0 | ||||
|  | ||||
|     shaderString: "FrameShader.qml" | ||||
| } | ||||
|   | ||||
| @@ -32,9 +32,9 @@ ShaderEffect{ | ||||
|  | ||||
|                     void main() { | ||||
|                         qt_TexCoord0 = qt_MultiTexCoord0; | ||||
|                         brightness = "+brightness+";" + | ||||
|                         brightness = "+brightness.toFixed(1)+";" + | ||||
|                         (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 -= texture2D(randomFunctionSource, vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)))).r * "+brightness_flickering.toFixed(1)+";" | ||||
|                         : "") + " | ||||
|  | ||||
|                         gl_Position = qt_Matrix * qt_Vertex; | ||||
| @@ -68,7 +68,7 @@ ShaderEffect{ | ||||
|                                 float light = (reflection * 0.4 + 0.2) * brightness; | ||||
|                                 vec3 final_color = reflection_color.rgb * light * 0.5; | ||||
|                                 final_color += txt_color.rgb * ambient_light; | ||||
|                                 float reflection_alpha = (1.0 - reflection*0.4); | ||||
|                                 float reflection_alpha = (1.0 - reflection*"+frame_reflection_strength.toFixed(1)+"); | ||||
|                                 gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity * reflection_alpha); | ||||
|                             }" | ||||
|  | ||||
|   | ||||
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