mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
Split effects into static (cached) and dynamic computed at every frame.
This commit is contained in:
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@ -23,320 +23,310 @@ import QtGraphicalEffects 1.0
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import "utils.js" as Utils
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ShaderEffect {
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Item {
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property ShaderEffectSource source
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property BurnInEffect burnInEffect
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property ShaderEffectSource bloomSource
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property ShaderEffectSource screenBuffer: frameBuffer
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property color fontColor: appSettings.fontColor
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property color backgroundColor: appSettings.backgroundColor
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property real bloom: appSettings.bloom * 2.5
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property ShaderEffectSource burnInSource: burnInEffect.source
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property real burnIn: appSettings.burnIn
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInTime: burnInEffect.burnInFadeTime
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property real jitter: appSettings.jitter
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property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
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property real staticNoise: appSettings.staticNoise
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property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
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(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real glowingLine: appSettings.glowingLine * 0.2
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property real chromaColor: appSettings.chromaColor;
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property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling
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property real flickering: appSettings.flickering
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property real horizontalSync: appSettings.horizontalSync * 0.5
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property int rasterization: appSettings.rasterization
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property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
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property real chromaColor: appSettings.chromaColor
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property real ambientLight: appSettings.ambientLight * 0.2
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property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
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property size virtual_resolution
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property real time: timeManager.time
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property ShaderEffectSource noiseSource: noiseShaderSource
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ShaderEffect {
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id: dynamicShader
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// If something goes wrong activate the fallback version of the shader.
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property bool fallBack: false
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property ShaderEffectSource screenBuffer: frameBuffer
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property ShaderEffectSource burnInSource: burnInEffect.source
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blending: false
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property color fontColor: parent.fontColor
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property color backgroundColor: parent.backgroundColor
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property real screenCurvature: parent.screenCurvature
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property real chromaColor: parent.chromaColor
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property real ambientLight: parent.ambientLight
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//Smooth random texture used for flickering effect.
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Image{
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id: noiseTexture
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source: "images/allNoise512.png"
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width: 512
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height: 512
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fillMode: Image.Tile
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visible: false
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}
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ShaderEffectSource{
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id: noiseShaderSource
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sourceItem: noiseTexture
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wrapMode: ShaderEffectSource.Repeat
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visible: false
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smooth: true
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}
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property real flickering: appSettings.flickering
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property real horizontalSync: appSettings.horizontalSync * 0.5
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property real glowingLine: appSettings.glowingLine * 0.2
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property real burnIn: appSettings.burnIn
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInTime: burnInEffect.burnInFadeTime
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property real jitter: appSettings.jitter
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property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
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property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
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property real staticNoise: appSettings.staticNoise
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property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
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(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
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//Print the number with a reasonable precision for the shader.
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function str(num){
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return num.toFixed(8);
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}
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property size virtual_resolution: parent.virtual_resolution
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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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property real time: timeManager.time
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property ShaderEffectSource noiseSource: noiseShaderSource
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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// If something goes wrong activate the fallback version of the shader.
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property bool fallBack: false
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varying highp vec2 qt_TexCoord0;" +
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anchors.fill: parent
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blending: false
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(!fallBack ? "
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uniform sampler2D noiseSource;" : "") +
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(!fallBack && rbgShift !== 0.0 ?"
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varying lowp vec4 constantNoise;" : "") +
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(!fallBack && flickering !== 0.0 ?"
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varying lowp float brightness;
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uniform lowp float flickering;" : "") +
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(!fallBack && horizontalSync !== 0.0 ?"
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uniform lowp float horizontalSync;
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varying lowp float distortionScale;
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varying lowp float distortionFreq;" : "") +
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"
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;
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vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
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(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0) ?
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"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
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: "") +
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(!fallBack && rbgShift !== 0.0 ?"
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constantNoise = initialNoiseTexel;" : "") +
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(!fallBack && flickering !== 0.0 ? "
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brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
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: "") +
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(!fallBack && horizontalSync !== 0.0 ? "
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float randval = horizontalSync - initialNoiseTexel.r;
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distortionScale = step(0.0, randval) * randval * horizontalSync;
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distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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: "") +
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"gl_Position = qt_Matrix * qt_Vertex;
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}"
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fragmentShader: "
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D screenBuffer;
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uniform highp float qt_Opacity;
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uniform highp float time;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 fontColor;
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uniform highp vec4 backgroundColor;
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uniform lowp float screen_brightness;
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uniform lowp float shadowLength;
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uniform highp vec2 virtual_resolution;" +
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(burnIn !== 0 ? "
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uniform sampler2D burnInSource;
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uniform highp float burnInLastUpdate;
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uniform highp float burnInTime;" : "") +
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(staticNoise !== 0 ? "
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uniform highp float staticNoise;" : "") +
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(((staticNoise !== 0 || jitter !== 0 || rbgShift)
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||(fallBack && (flickering || horizontalSync))) ? "
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uniform lowp sampler2D noiseSource;
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uniform highp vec2 scaleNoiseSize;" : "") +
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(screenCurvature !== 0 ? "
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uniform highp float screenCurvature;" : "") +
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(glowingLine !== 0 ? "
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uniform highp float glowingLine;" : "") +
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(chromaColor !== 0 ? "
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uniform lowp float chromaColor;" : "") +
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(jitter !== 0 ? "
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uniform lowp vec2 jitterDisplacement;" : "") +
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(ambientLight !== 0 ? "
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uniform lowp float ambientLight;" : "") +
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(fallBack && horizontalSync !== 0 ? "
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uniform lowp float horizontalSync;" : "") +
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(fallBack && flickering !== 0.0 ?"
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uniform lowp float flickering;" : "") +
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(!fallBack && flickering !== 0 ? "
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varying lowp float brightness;"
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: "") +
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(!fallBack && horizontalSync !== 0 ? "
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varying lowp float distortionScale;
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varying lowp float distortionFreq;" : "") +
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(!fallBack && rbgShift !== 0.0 ?"
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varying lowp vec4 constantNoise;" : "") +
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(glowingLine !== 0 ? "
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float randomPass(vec2 coords){
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return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
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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 rgb2grey(vec3 v){
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return dot(v, vec3(0.21, 0.72, 0.04));
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}
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float isInScreen(vec2 v) {
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return min2(step(0.0, v) - step(1.0, v));
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}
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vec2 barrel(vec2 v, vec2 cc) {" +
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(screenCurvature !== 0 ? "
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float distortion = dot(cc, cc) * screenCurvature;
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return (v - cc * (1.0 + distortion) * distortion);"
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:
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"return v;") +
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"}" +
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"vec3 convertWithChroma(vec3 inColor) {
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vec3 outColor = inColor;" +
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(chromaColor !== 0 ?
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"outColor = fontColor.rgb * mix(vec3(rgb2grey(inColor)), inColor, chromaColor);"
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:
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"outColor = fontColor.rgb * rgb2grey(inColor);") +
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" return outColor;
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}" +
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"void main() {" +
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"float distance = length(cc);" +
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//FallBack if there are problems
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(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0.0) ?
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"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
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vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
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: "") +
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(fallBack && flickering !== 0.0 ? "
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float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
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: "") +
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(fallBack && horizontalSync !== 0.0 ? "
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float randval = horizontalSync - initialNoiseTexel.r;
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float distortionScale = step(0.0, randval) * randval * horizontalSync;
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float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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: "") +
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(fallBack && rbgShift !== 0.0 ?"
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lowp vec4 constantNoise = initialNoiseTexel;" : "") +
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(staticNoise ? "
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float noise = staticNoise;" : "") +
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(screenCurvature !== 0 ? "
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vec2 curvatureCoords = barrel(qt_TexCoord0, cc);
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float staticInScreen = min2(step(0.0, curvatureCoords) - step(1.0, curvatureCoords));
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vec2 staticCoords = curvatureCoords;"
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:"
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vec2 staticCoords = qt_TexCoord0;
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float staticInScreen = 1.0;") +
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"vec2 coords = qt_TexCoord0;" +
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(horizontalSync !== 0 ? "
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float dst = sin((coords.y + time * 0.001) * distortionFreq);
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coords.x += dst * distortionScale;" +
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(staticNoise ? "
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noise += distortionScale * 7.0;" : "")
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: "") +
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(jitter !== 0 || staticNoise !== 0 || rbgShift !== 0 ?
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"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
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: "") +
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(jitter !== 0 ? "
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vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5);
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vec2 txt_coords = coords + offset * jitterDisplacement;"
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: "vec2 txt_coords = coords;") +
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"float color = 0.0001;" +
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(staticNoise !== 0 ? "
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float noiseVal = noiseTexel.a;
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color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
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(glowingLine !== 0 ? "
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color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
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"txt_coords = mix(qt_TexCoord0, txt_coords, staticInScreen);
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float inScreen2 = isInScreen(barrel(txt_coords, cc));
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vec3 origTxtColor = texture2D(screenBuffer, txt_coords).rgb;
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vec3 txt_color = origTxtColor * inScreen2 + backgroundColor.rgb * (1.0 - inScreen2);" +
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(burnIn !== 0 ? "
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vec4 txt_blur = texture2D(burnInSource, staticCoords);
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float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
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vec3 burnInColor = 0.5 * (txt_blur.rgb - vec3(blurDecay));
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txt_color = max(txt_color, convertWithChroma(burnInColor));"
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: "") +
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"txt_color += fontColor.rgb * vec3(color);" +
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"vec3 finalColor = txt_color;" +
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(flickering !== 0 ? "
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finalColor *= brightness;" : "") +
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(ambientLight !== 0 ? "
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finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
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"float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords));
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finalColor = mix(finalColor, vec3(0.0), 0.35 * inShadow);
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finalColor = mix(origTxtColor, finalColor, staticInScreen);
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gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" +
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"}"
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onStatusChanged: {
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// Print warning messages
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if (log)
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console.log(log);
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// Activate fallback mode
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if (status == ShaderEffect.Error) {
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fallBack = true;
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//Smooth random texture used for flickering effect.
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Image{
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id: noiseTexture
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source: "images/allNoise512.png"
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width: 512
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height: 512
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fillMode: Image.Tile
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visible: false
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}
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ShaderEffectSource{
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id: noiseShaderSource
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sourceItem: noiseTexture
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wrapMode: ShaderEffectSource.Repeat
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visible: false
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smooth: true
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}
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//Print the number with a reasonable precision for the shader.
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function str(num){
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return num.toFixed(8);
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}
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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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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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(!fallBack ? "
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uniform sampler2D noiseSource;" : "") +
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(!fallBack && flickering !== 0.0 ?"
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varying lowp float brightness;
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uniform lowp float flickering;" : "") +
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(!fallBack && horizontalSync !== 0.0 ?"
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uniform lowp float horizontalSync;
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varying lowp float distortionScale;
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varying lowp float distortionFreq;" : "") +
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"
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;
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vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
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(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0) ?
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"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
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: "") +
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(!fallBack && flickering !== 0.0 ? "
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brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
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: "") +
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(!fallBack && horizontalSync !== 0.0 ? "
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float randval = horizontalSync - initialNoiseTexel.r;
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distortionScale = step(0.0, randval) * randval * horizontalSync;
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distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
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: "") +
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"gl_Position = qt_Matrix * qt_Vertex;
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}"
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fragmentShader: "
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D screenBuffer;
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uniform highp float qt_Opacity;
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uniform highp float time;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 fontColor;
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uniform highp vec4 backgroundColor;
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uniform lowp float shadowLength;
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uniform highp vec2 virtual_resolution;" +
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(burnIn !== 0 ? "
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uniform sampler2D burnInSource;
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uniform highp float burnInLastUpdate;
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uniform highp float burnInTime;" : "") +
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(staticNoise !== 0 ? "
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uniform highp float staticNoise;" : "") +
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(((staticNoise !== 0 || jitter !== 0 || rbgShift)
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||(fallBack && (flickering || horizontalSync))) ? "
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uniform lowp sampler2D noiseSource;
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uniform highp vec2 scaleNoiseSize;" : "") +
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(screenCurvature !== 0 ? "
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uniform highp float screenCurvature;" : "") +
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(glowingLine !== 0 ? "
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uniform highp float glowingLine;" : "") +
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(chromaColor !== 0 ? "
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uniform lowp float chromaColor;" : "") +
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(jitter !== 0 ? "
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uniform lowp vec2 jitterDisplacement;" : "") +
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(ambientLight !== 0 ? "
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uniform lowp float ambientLight;" : "") +
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(fallBack && horizontalSync !== 0 ? "
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uniform lowp float horizontalSync;" : "") +
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(fallBack && flickering !== 0.0 ?"
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uniform lowp float flickering;" : "") +
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(!fallBack && flickering !== 0 ? "
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varying lowp float brightness;"
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: "") +
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(!fallBack && horizontalSync !== 0 ? "
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varying lowp float distortionScale;
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varying lowp float distortionFreq;" : "") +
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(glowingLine !== 0 ? "
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float randomPass(vec2 coords){
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return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015)));
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}" : "") +
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"float min2(vec2 v) {
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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
|
||||
|
Loading…
x
Reference in New Issue
Block a user