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	Split effects into static (cached) and dynamic computed at every frame.
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		| @@ -23,320 +23,310 @@ import QtGraphicalEffects 1.0 | ||||
|  | ||||
| import "utils.js" as Utils | ||||
|  | ||||
| ShaderEffect { | ||||
| Item { | ||||
|     property ShaderEffectSource source | ||||
|     property BurnInEffect burnInEffect | ||||
|     property ShaderEffectSource bloomSource | ||||
|  | ||||
|     property ShaderEffectSource screenBuffer: frameBuffer | ||||
|  | ||||
|     property color fontColor: appSettings.fontColor | ||||
|     property color backgroundColor: appSettings.backgroundColor | ||||
|     property real bloom: appSettings.bloom * 2.5 | ||||
|  | ||||
|     property ShaderEffectSource burnInSource: burnInEffect.source | ||||
|     property real burnIn: appSettings.burnIn | ||||
|     property real burnInLastUpdate: burnInEffect.lastUpdate | ||||
|     property real burnInTime: burnInEffect.burnInFadeTime | ||||
|  | ||||
|     property real jitter: appSettings.jitter | ||||
|     property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter) | ||||
|  | ||||
|     property real staticNoise: appSettings.staticNoise | ||||
|     property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling), | ||||
|                                           (height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling)) | ||||
|  | ||||
|     property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize | ||||
|     property real glowingLine: appSettings.glowingLine * 0.2 | ||||
|  | ||||
|     property real chromaColor: appSettings.chromaColor; | ||||
|  | ||||
|     property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling | ||||
|  | ||||
|     property real flickering: appSettings.flickering | ||||
|     property real horizontalSync: appSettings.horizontalSync * 0.5 | ||||
|  | ||||
|     property int rasterization: appSettings.rasterization | ||||
|  | ||||
|     property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness) | ||||
|     property real chromaColor: appSettings.chromaColor | ||||
|  | ||||
|     property real ambientLight: appSettings.ambientLight * 0.2 | ||||
|  | ||||
|     property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight) | ||||
|  | ||||
|     property size virtual_resolution | ||||
|  | ||||
|     property real time: timeManager.time | ||||
|     property ShaderEffectSource noiseSource: noiseShaderSource | ||||
|      ShaderEffect { | ||||
|          id: dynamicShader | ||||
|  | ||||
|     // If something goes wrong activate the fallback version of the shader. | ||||
|     property bool fallBack: false | ||||
|          property ShaderEffectSource screenBuffer: frameBuffer | ||||
|          property ShaderEffectSource burnInSource: burnInEffect.source | ||||
|  | ||||
|     blending: false | ||||
|          property color fontColor: parent.fontColor | ||||
|          property color backgroundColor: parent.backgroundColor | ||||
|          property real screenCurvature: parent.screenCurvature | ||||
|          property real chromaColor: parent.chromaColor | ||||
|          property real ambientLight: parent.ambientLight | ||||
|  | ||||
|     //Smooth random texture used for flickering effect. | ||||
|     Image{ | ||||
|         id: noiseTexture | ||||
|         source: "images/allNoise512.png" | ||||
|         width: 512 | ||||
|         height: 512 | ||||
|         fillMode: Image.Tile | ||||
|         visible: false | ||||
|     } | ||||
|     ShaderEffectSource{ | ||||
|         id: noiseShaderSource | ||||
|         sourceItem: noiseTexture | ||||
|         wrapMode: ShaderEffectSource.Repeat | ||||
|         visible: false | ||||
|         smooth: true | ||||
|     } | ||||
|          property real flickering: appSettings.flickering | ||||
|          property real horizontalSync: appSettings.horizontalSync * 0.5 | ||||
|          property real glowingLine: appSettings.glowingLine * 0.2 | ||||
|          property real burnIn: appSettings.burnIn | ||||
|          property real burnInLastUpdate: burnInEffect.lastUpdate | ||||
|          property real burnInTime: burnInEffect.burnInFadeTime | ||||
|          property real jitter: appSettings.jitter | ||||
|          property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter) | ||||
|          property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight) | ||||
|          property real staticNoise: appSettings.staticNoise | ||||
|          property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling), | ||||
|                                                (height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling)) | ||||
|  | ||||
|     //Print the number with a reasonable precision for the shader. | ||||
|     function str(num){ | ||||
|         return num.toFixed(8); | ||||
|     } | ||||
|          property size virtual_resolution: parent.virtual_resolution | ||||
|  | ||||
|     vertexShader: " | ||||
|         uniform highp mat4 qt_Matrix; | ||||
|         uniform highp float time; | ||||
|          property real time: timeManager.time | ||||
|          property ShaderEffectSource noiseSource: noiseShaderSource | ||||
|  | ||||
|         attribute highp vec4 qt_Vertex; | ||||
|         attribute highp vec2 qt_MultiTexCoord0; | ||||
|          // If something goes wrong activate the fallback version of the shader. | ||||
|          property bool fallBack: false | ||||
|  | ||||
|         varying highp vec2 qt_TexCoord0;" + | ||||
|          anchors.fill: parent | ||||
|          blending: false | ||||
|  | ||||
|         (!fallBack ? " | ||||
|             uniform sampler2D noiseSource;" : "") + | ||||
|  | ||||
|         (!fallBack && rbgShift !== 0.0 ?" | ||||
|             varying lowp vec4 constantNoise;" : "") + | ||||
|  | ||||
|         (!fallBack && flickering !== 0.0 ?" | ||||
|             varying lowp float brightness; | ||||
|             uniform lowp float flickering;" : "") + | ||||
|  | ||||
|         (!fallBack && horizontalSync !== 0.0 ?" | ||||
|             uniform lowp float horizontalSync; | ||||
|             varying lowp float distortionScale; | ||||
|             varying lowp float distortionFreq;" : "") + | ||||
|  | ||||
|         " | ||||
|         void main() { | ||||
|             qt_TexCoord0 = qt_MultiTexCoord0; | ||||
|             vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" + | ||||
|  | ||||
|             (!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0) ? | ||||
|                 "vec4 initialNoiseTexel = texture2D(noiseSource, coords);" | ||||
|             : "") + | ||||
|  | ||||
|             (!fallBack && rbgShift !== 0.0 ?" | ||||
|                 constantNoise = initialNoiseTexel;" : "") + | ||||
|  | ||||
|             (!fallBack && flickering !== 0.0 ? " | ||||
|                 brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;" | ||||
|             : "") + | ||||
|  | ||||
|             (!fallBack && horizontalSync !== 0.0 ? " | ||||
|                 float randval = horizontalSync - initialNoiseTexel.r; | ||||
|                 distortionScale = step(0.0, randval) * randval * horizontalSync; | ||||
|                 distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" | ||||
|             : "") + | ||||
|  | ||||
|             "gl_Position = qt_Matrix * qt_Vertex; | ||||
|         }" | ||||
|  | ||||
|     fragmentShader: " | ||||
|         #ifdef GL_ES | ||||
|             precision mediump float; | ||||
|         #endif | ||||
|  | ||||
|         uniform sampler2D screenBuffer; | ||||
|         uniform highp float qt_Opacity; | ||||
|         uniform highp float time; | ||||
|         varying highp vec2 qt_TexCoord0; | ||||
|  | ||||
|         uniform highp vec4 fontColor; | ||||
|         uniform highp vec4 backgroundColor; | ||||
|         uniform lowp float screen_brightness; | ||||
|         uniform lowp float shadowLength; | ||||
|  | ||||
|         uniform highp vec2 virtual_resolution;" + | ||||
|  | ||||
|         (burnIn !== 0 ? " | ||||
|             uniform sampler2D burnInSource; | ||||
|             uniform highp float burnInLastUpdate; | ||||
|             uniform highp float burnInTime;" : "") + | ||||
|         (staticNoise !== 0 ? " | ||||
|             uniform highp float staticNoise;" : "") + | ||||
|         (((staticNoise !== 0 || jitter !== 0 || rbgShift) | ||||
|           ||(fallBack && (flickering || horizontalSync))) ? " | ||||
|             uniform lowp sampler2D noiseSource; | ||||
|             uniform highp vec2 scaleNoiseSize;" : "") + | ||||
|         (screenCurvature !== 0 ? " | ||||
|             uniform highp float screenCurvature;" : "") + | ||||
|         (glowingLine !== 0 ? " | ||||
|             uniform highp float glowingLine;" : "") + | ||||
|         (chromaColor !== 0 ? " | ||||
|             uniform lowp float chromaColor;" : "") + | ||||
|         (jitter !== 0 ? " | ||||
|             uniform lowp vec2 jitterDisplacement;" : "") + | ||||
|         (ambientLight !== 0 ? " | ||||
|             uniform lowp float ambientLight;" : "") + | ||||
|  | ||||
|         (fallBack && horizontalSync !== 0 ? " | ||||
|             uniform lowp float horizontalSync;" : "") + | ||||
|         (fallBack && flickering !== 0.0 ?" | ||||
|             uniform lowp float flickering;" : "") + | ||||
|         (!fallBack && flickering !== 0 ? " | ||||
|             varying lowp float brightness;" | ||||
|         : "") + | ||||
|         (!fallBack && horizontalSync !== 0 ? " | ||||
|             varying lowp float distortionScale; | ||||
|             varying lowp float distortionFreq;" : "") + | ||||
|  | ||||
|         (!fallBack && rbgShift !== 0.0 ?" | ||||
|             varying lowp vec4 constantNoise;" : "") + | ||||
|  | ||||
|         (glowingLine !== 0 ? " | ||||
|             float randomPass(vec2 coords){ | ||||
|                 return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015))); | ||||
|             }" : "") + | ||||
|  | ||||
|         "float min2(vec2 v) { | ||||
|             return min(v.x, v.y); | ||||
|         } | ||||
|  | ||||
|         float rgb2grey(vec3 v){ | ||||
|             return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|         } | ||||
|  | ||||
|         float isInScreen(vec2 v) { | ||||
|             return min2(step(0.0, v) - step(1.0, v)); | ||||
|         } | ||||
|  | ||||
|         vec2 barrel(vec2 v, vec2 cc) {" + | ||||
|  | ||||
|             (screenCurvature !== 0 ? " | ||||
|                 float distortion = dot(cc, cc) * screenCurvature; | ||||
|                 return (v - cc * (1.0 + distortion) * distortion);" | ||||
|             : | ||||
|                 "return v;") + | ||||
|         "}" + | ||||
|  | ||||
|         "vec3 convertWithChroma(vec3 inColor) { | ||||
|            vec3 outColor = inColor;" + | ||||
|  | ||||
|             (chromaColor !== 0 ? | ||||
|                 "outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);" | ||||
|             : | ||||
|                 "outColor = fontColor.rgb * rgb2grey(inColor);") + | ||||
|  | ||||
|         "  return outColor; | ||||
|         }" + | ||||
|  | ||||
|         "void main() {" + | ||||
|             "vec2 cc = vec2(0.5) - qt_TexCoord0;" + | ||||
|             "float distance = length(cc);" + | ||||
|  | ||||
|             //FallBack if there are problems | ||||
|             (fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0.0) ? | ||||
|                 "vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0))); | ||||
|                  vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);" | ||||
|             : "") + | ||||
|             (fallBack && flickering !== 0.0 ? " | ||||
|                 float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;" | ||||
|             : "") + | ||||
|             (fallBack && horizontalSync !== 0.0 ? " | ||||
|                 float randval = horizontalSync - initialNoiseTexel.r; | ||||
|                 float distortionScale = step(0.0, randval) * randval * horizontalSync; | ||||
|                 float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" | ||||
|             : "") + | ||||
|             (fallBack && rbgShift !== 0.0 ?" | ||||
|                 lowp vec4 constantNoise = initialNoiseTexel;" : "") + | ||||
|  | ||||
|             (staticNoise ? " | ||||
|                 float noise = staticNoise;" : "") + | ||||
|  | ||||
|             (screenCurvature !== 0 ? " | ||||
|                 vec2 curvatureCoords = barrel(qt_TexCoord0, cc); | ||||
|                 float staticInScreen = min2(step(0.0, curvatureCoords) - step(1.0, curvatureCoords)); | ||||
|                 vec2 staticCoords = curvatureCoords;" | ||||
|             :" | ||||
|                 vec2 staticCoords = qt_TexCoord0; | ||||
|                 float staticInScreen = 1.0;") + | ||||
|  | ||||
|             "vec2 coords = qt_TexCoord0;" + | ||||
|  | ||||
|             (horizontalSync !== 0 ? " | ||||
|                 float dst = sin((coords.y + time * 0.001) * distortionFreq); | ||||
|                 coords.x += dst * distortionScale;" + | ||||
|  | ||||
|                 (staticNoise ? " | ||||
|                     noise += distortionScale * 7.0;" : "") | ||||
|  | ||||
|             : "") + | ||||
|  | ||||
|             (jitter !== 0 || staticNoise !== 0 || rbgShift !== 0 ? | ||||
|                 "vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));" | ||||
|             : "") + | ||||
|  | ||||
|             (jitter !== 0 ? " | ||||
|                 vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5); | ||||
|                 vec2 txt_coords = coords + offset * jitterDisplacement;" | ||||
|             :  "vec2 txt_coords = coords;") + | ||||
|  | ||||
|             "float color = 0.0001;" + | ||||
|  | ||||
|             (staticNoise !== 0 ? " | ||||
|                 float noiseVal = noiseTexel.a; | ||||
|                 color += noiseVal * noise * (1.0 - distance * 1.3);" : "") + | ||||
|  | ||||
|             (glowingLine !== 0 ? " | ||||
|                 color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + | ||||
|  | ||||
|             "txt_coords = mix(qt_TexCoord0, txt_coords, staticInScreen); | ||||
|              float inScreen2 = isInScreen(barrel(txt_coords, cc)); | ||||
|              vec3 origTxtColor = texture2D(screenBuffer, txt_coords).rgb; | ||||
|              vec3 txt_color = origTxtColor * inScreen2 + backgroundColor.rgb * (1.0 - inScreen2);" + | ||||
|  | ||||
|             (burnIn !== 0 ? " | ||||
|                 vec4 txt_blur = texture2D(burnInSource, staticCoords); | ||||
|                 float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0); | ||||
|                 vec3 burnInColor = 0.5 * (txt_blur.rgb - vec3(blurDecay)); | ||||
|                 txt_color = max(txt_color, convertWithChroma(burnInColor));" | ||||
|             : "") + | ||||
|  | ||||
|              "txt_color += fontColor.rgb * vec3(color);" + | ||||
|  | ||||
|             "vec3 finalColor = txt_color;" + | ||||
|  | ||||
|             (flickering !== 0 ? " | ||||
|                 finalColor *= brightness;" : "") + | ||||
|  | ||||
|             (ambientLight !== 0 ? " | ||||
|                 finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") + | ||||
|  | ||||
|  | ||||
|             "float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords)); | ||||
|              finalColor = mix(finalColor, vec3(0.0), 0.35 * inShadow); | ||||
|  | ||||
|              finalColor = mix(origTxtColor, finalColor, staticInScreen); | ||||
|              gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" + | ||||
|         "}" | ||||
|  | ||||
|      onStatusChanged: { | ||||
|          // Print warning messages | ||||
|          if (log) | ||||
|              console.log(log); | ||||
|  | ||||
|          // Activate fallback mode | ||||
|          if (status == ShaderEffect.Error) { | ||||
|             fallBack = true; | ||||
|          //Smooth random texture used for flickering effect. | ||||
|          Image{ | ||||
|              id: noiseTexture | ||||
|              source: "images/allNoise512.png" | ||||
|              width: 512 | ||||
|              height: 512 | ||||
|              fillMode: Image.Tile | ||||
|              visible: false | ||||
|          } | ||||
|          ShaderEffectSource{ | ||||
|              id: noiseShaderSource | ||||
|              sourceItem: noiseTexture | ||||
|              wrapMode: ShaderEffectSource.Repeat | ||||
|              visible: false | ||||
|              smooth: true | ||||
|          } | ||||
|  | ||||
|          //Print the number with a reasonable precision for the shader. | ||||
|          function str(num){ | ||||
|              return num.toFixed(8); | ||||
|          } | ||||
|  | ||||
|          vertexShader: " | ||||
|              uniform highp mat4 qt_Matrix; | ||||
|              uniform highp float time; | ||||
|  | ||||
|              attribute highp vec4 qt_Vertex; | ||||
|              attribute highp vec2 qt_MultiTexCoord0; | ||||
|  | ||||
|              varying highp vec2 qt_TexCoord0;" + | ||||
|  | ||||
|              (!fallBack ? " | ||||
|                  uniform sampler2D noiseSource;" : "") + | ||||
|  | ||||
|              (!fallBack && flickering !== 0.0 ?" | ||||
|                  varying lowp float brightness; | ||||
|                  uniform lowp float flickering;" : "") + | ||||
|  | ||||
|              (!fallBack && horizontalSync !== 0.0 ?" | ||||
|                  uniform lowp float horizontalSync; | ||||
|                  varying lowp float distortionScale; | ||||
|                  varying lowp float distortionFreq;" : "") + | ||||
|  | ||||
|              " | ||||
|              void main() { | ||||
|                  qt_TexCoord0 = qt_MultiTexCoord0; | ||||
|                  vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" + | ||||
|  | ||||
|                  (!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0) ? | ||||
|                      "vec4 initialNoiseTexel = texture2D(noiseSource, coords);" | ||||
|                  : "") + | ||||
|  | ||||
|                  (!fallBack && flickering !== 0.0 ? " | ||||
|                      brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;" | ||||
|                  : "") + | ||||
|  | ||||
|                  (!fallBack && horizontalSync !== 0.0 ? " | ||||
|                      float randval = horizontalSync - initialNoiseTexel.r; | ||||
|                      distortionScale = step(0.0, randval) * randval * horizontalSync; | ||||
|                      distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" | ||||
|                  : "") + | ||||
|  | ||||
|                  "gl_Position = qt_Matrix * qt_Vertex; | ||||
|              }" | ||||
|  | ||||
|          fragmentShader: " | ||||
|              #ifdef GL_ES | ||||
|                  precision mediump float; | ||||
|              #endif | ||||
|  | ||||
|              uniform sampler2D screenBuffer; | ||||
|              uniform highp float qt_Opacity; | ||||
|              uniform highp float time; | ||||
|              varying highp vec2 qt_TexCoord0; | ||||
|  | ||||
|              uniform highp vec4 fontColor; | ||||
|              uniform highp vec4 backgroundColor; | ||||
|              uniform lowp float shadowLength; | ||||
|  | ||||
|              uniform highp vec2 virtual_resolution;" + | ||||
|  | ||||
|              (burnIn !== 0 ? " | ||||
|                  uniform sampler2D burnInSource; | ||||
|                  uniform highp float burnInLastUpdate; | ||||
|                  uniform highp float burnInTime;" : "") + | ||||
|              (staticNoise !== 0 ? " | ||||
|                  uniform highp float staticNoise;" : "") + | ||||
|              (((staticNoise !== 0 || jitter !== 0 || rbgShift) | ||||
|                ||(fallBack && (flickering || horizontalSync))) ? " | ||||
|                  uniform lowp sampler2D noiseSource; | ||||
|                  uniform highp vec2 scaleNoiseSize;" : "") + | ||||
|              (screenCurvature !== 0 ? " | ||||
|                  uniform highp float screenCurvature;" : "") + | ||||
|              (glowingLine !== 0 ? " | ||||
|                  uniform highp float glowingLine;" : "") + | ||||
|              (chromaColor !== 0 ? " | ||||
|                  uniform lowp float chromaColor;" : "") + | ||||
|              (jitter !== 0 ? " | ||||
|                  uniform lowp vec2 jitterDisplacement;" : "") + | ||||
|              (ambientLight !== 0 ? " | ||||
|                  uniform lowp float ambientLight;" : "") + | ||||
|  | ||||
|              (fallBack && horizontalSync !== 0 ? " | ||||
|                  uniform lowp float horizontalSync;" : "") + | ||||
|              (fallBack && flickering !== 0.0 ?" | ||||
|                  uniform lowp float flickering;" : "") + | ||||
|              (!fallBack && flickering !== 0 ? " | ||||
|                  varying lowp float brightness;" | ||||
|              : "") + | ||||
|              (!fallBack && horizontalSync !== 0 ? " | ||||
|                  varying lowp float distortionScale; | ||||
|                  varying lowp float distortionFreq;" : "") + | ||||
|  | ||||
|              (glowingLine !== 0 ? " | ||||
|                  float randomPass(vec2 coords){ | ||||
|                      return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015))); | ||||
|                  }" : "") + | ||||
|  | ||||
|              "float min2(vec2 v) { | ||||
|                  return min(v.x, v.y); | ||||
|              } | ||||
|  | ||||
|              float rgb2grey(vec3 v){ | ||||
|                  return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|              } | ||||
|  | ||||
|              float isInScreen(vec2 v) { | ||||
|                  return min2(step(0.0, v) - step(1.0, v)); | ||||
|              } | ||||
|  | ||||
|              vec2 barrel(vec2 v, vec2 cc) {" + | ||||
|  | ||||
|                  (screenCurvature !== 0 ? " | ||||
|                      float distortion = dot(cc, cc) * screenCurvature; | ||||
|                      return (v - cc * (1.0 + distortion) * distortion);" | ||||
|                  : | ||||
|                      "return v;") + | ||||
|              "}" + | ||||
|  | ||||
|              "vec3 convertWithChroma(vec3 inColor) { | ||||
|                 vec3 outColor = inColor;" + | ||||
|  | ||||
|                  (chromaColor !== 0 ? | ||||
|                      "outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);" | ||||
|                  : | ||||
|                      "outColor = fontColor.rgb * rgb2grey(inColor);") + | ||||
|  | ||||
|              "  return outColor; | ||||
|              }" + | ||||
|  | ||||
|              "void main() {" + | ||||
|                  "vec2 cc = vec2(0.5) - qt_TexCoord0;" + | ||||
|                  "float distance = length(cc);" + | ||||
|  | ||||
|                  //FallBack if there are problems | ||||
|                  (fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0.0) ? | ||||
|                      "vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0))); | ||||
|                       vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);" | ||||
|                  : "") + | ||||
|                  (fallBack && flickering !== 0.0 ? " | ||||
|                      float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;" | ||||
|                  : "") + | ||||
|                  (fallBack && horizontalSync !== 0.0 ? " | ||||
|                      float randval = horizontalSync - initialNoiseTexel.r; | ||||
|                      float distortionScale = step(0.0, randval) * randval * horizontalSync; | ||||
|                      float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" | ||||
|                  : "") + | ||||
|  | ||||
|                  (staticNoise ? " | ||||
|                      float noise = staticNoise;" : "") + | ||||
|  | ||||
|                  (screenCurvature !== 0 ? " | ||||
|                      vec2 curvatureCoords = barrel(qt_TexCoord0, cc); | ||||
|                      float staticInScreen = min2(step(0.0, curvatureCoords) - step(1.0, curvatureCoords)); | ||||
|                      vec2 staticCoords = curvatureCoords;" | ||||
|                  :" | ||||
|                      vec2 staticCoords = qt_TexCoord0; | ||||
|                      float staticInScreen = 1.0;") + | ||||
|  | ||||
|                  "vec2 coords = qt_TexCoord0;" + | ||||
|  | ||||
|                  (horizontalSync !== 0 ? " | ||||
|                      float dst = sin((coords.y + time * 0.001) * distortionFreq); | ||||
|                      coords.x += dst * distortionScale;" + | ||||
|  | ||||
|                      (staticNoise ? " | ||||
|                          noise += distortionScale * 7.0;" : "") | ||||
|  | ||||
|                  : "") + | ||||
|  | ||||
|                  (jitter !== 0 || staticNoise !== 0 || rbgShift !== 0 ? | ||||
|                      "vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));" | ||||
|                  : "") + | ||||
|  | ||||
|                  (jitter !== 0 ? " | ||||
|                      vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5); | ||||
|                      vec2 txt_coords = coords + offset * jitterDisplacement;" | ||||
|                  :  "vec2 txt_coords = coords;") + | ||||
|  | ||||
|                  "float color = 0.0001;" + | ||||
|  | ||||
|                  (staticNoise !== 0 ? " | ||||
|                      float noiseVal = noiseTexel.a; | ||||
|                      color += noiseVal * noise * (1.0 - distance * 1.3);" : "") + | ||||
|  | ||||
|                  (glowingLine !== 0 ? " | ||||
|                      color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + | ||||
|  | ||||
|                  "txt_coords = mix(qt_TexCoord0, txt_coords, staticInScreen); | ||||
|                   float inScreen2 = isInScreen(barrel(txt_coords, cc)); | ||||
|                   vec3 origTxtColor = texture2D(screenBuffer, txt_coords).rgb; | ||||
|                   vec3 txt_color = mix(backgroundColor.rgb, origTxtColor, inScreen2);" + | ||||
|  | ||||
|                  (burnIn !== 0 ? " | ||||
|                      vec4 txt_blur = texture2D(burnInSource, staticCoords); | ||||
|                      float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0); | ||||
|                      vec3 burnInColor = 0.5 * (txt_blur.rgb - vec3(blurDecay)); | ||||
|                      txt_color = max(txt_color, convertWithChroma(burnInColor));" | ||||
|                  : "") + | ||||
|  | ||||
|                   "txt_color += fontColor.rgb * vec3(color);" + | ||||
|  | ||||
|                  "vec3 finalColor = txt_color;" + | ||||
|  | ||||
|                  (flickering !== 0 ? " | ||||
|                      finalColor *= brightness;" : "") + | ||||
|  | ||||
|                  (ambientLight !== 0 ? " | ||||
|                      finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") + | ||||
|  | ||||
|  | ||||
|                  "float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords)); | ||||
|                   finalColor = mix(finalColor, vec3(0.0), 0.45 * inShadow * inShadow); | ||||
|  | ||||
|                   finalColor = mix(origTxtColor, finalColor, staticInScreen); | ||||
|                   gl_FragColor = vec4(finalColor, qt_Opacity);" + | ||||
|              "}" | ||||
|  | ||||
|           onStatusChanged: { | ||||
|               // Print warning messages | ||||
|               if (log) | ||||
|                   console.log(log); | ||||
|  | ||||
|               // Activate fallback mode | ||||
|               if (status == ShaderEffect.Error) { | ||||
|                  fallBack = true; | ||||
|               } | ||||
|           } | ||||
|      } | ||||
|  | ||||
|      ShaderEffect { | ||||
|          id: frame | ||||
|          id: staticShader | ||||
|  | ||||
|          width: parent.width * appSettings.windowScaling | ||||
|          height: parent.height * appSettings.windowScaling | ||||
| @@ -346,23 +336,24 @@ ShaderEffect { | ||||
|  | ||||
|          property color fontColor: parent.fontColor | ||||
|          property color backgroundColor: parent.backgroundColor | ||||
|          property real bloom: parent.bloom | ||||
|          property real bloom: appSettings.bloom * 2.5 | ||||
|  | ||||
|          property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize | ||||
|          property real screenCurvature: parent.screenCurvature | ||||
|  | ||||
|          property real chromaColor: appSettings.chromaColor; | ||||
|  | ||||
|          property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling | ||||
|          property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling // TODO FILIPPO width here is wrong. | ||||
|  | ||||
|          property int rasterization: appSettings.rasterization | ||||
|  | ||||
|          property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness) | ||||
|  | ||||
|          property real ambientLight: appSettings.ambientLight * 0.2 | ||||
|          property real ambientLight: parent.ambientLight | ||||
|  | ||||
|          property size virtual_resolution: parent.virtual_resolution | ||||
|  | ||||
|          blending: false | ||||
|          visible: false | ||||
|  | ||||
|          //Print the number with a reasonable precision for the shader. | ||||
|          function str(num){ | ||||
| @@ -479,24 +470,31 @@ ShaderEffect { | ||||
|                           finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);" | ||||
|                      : "") + | ||||
|  | ||||
|                  "finalColor *= screen_brightness;" + | ||||
|  | ||||
|                  (screenCurvature !== 0 ? " | ||||
|                      vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords); | ||||
|                      finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);" | ||||
|                  :"") + | ||||
|  | ||||
|                  "gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" + | ||||
|                  "gl_FragColor = vec4(finalColor, qt_Opacity);" + | ||||
|              "}" | ||||
|  | ||||
|          NewTerminalFrame { | ||||
|              anchors.fill: parent | ||||
|              blending: true | ||||
|          } | ||||
|  | ||||
|          onStatusChanged: { | ||||
|              // Print warning messages | ||||
|              if (log) console.log(log); | ||||
|          } | ||||
|      } | ||||
|  | ||||
|      ShaderEffectSource { | ||||
|          id: frameBuffer | ||||
|          visible: false | ||||
|          sourceItem: frame | ||||
|          sourceItem: staticShader | ||||
|          hideSource: true | ||||
|      } | ||||
| } | ||||
|   | ||||
| @@ -10,8 +10,6 @@ ShaderTerminal { | ||||
|     id: mainShader | ||||
|     opacity: appSettings.windowOpacity * 0.3 + 0.7 | ||||
|  | ||||
|     blending: false | ||||
|  | ||||
|     source: terminal.mainSource | ||||
|     burnInEffect: terminal.burnInEffect | ||||
|     virtual_resolution: terminal.virtualResolution | ||||
|   | ||||
		Reference in New Issue
	
	Block a user