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				https://github.com/Swordfish90/cool-retro-term.git
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	First wrong framebuffer implementation.
This commit is contained in:
		| @@ -53,7 +53,6 @@ ShaderEffect { | ||||
|             float alpha = 0.0; | ||||
|  | ||||
|             float outShadowLength = shadowLength; | ||||
|             float inShadowLength = 0.5 * shadowLength; | ||||
|  | ||||
|             float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords)); | ||||
|             outShadow = clamp(0.0, 1.0, outShadow); | ||||
| @@ -61,10 +60,6 @@ ShaderEffect { | ||||
|             alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords)); | ||||
|             alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow)); | ||||
|  | ||||
|             float inShadow = min2(step(vec2(0.0), coords) - step(vec2(1.0), coords)); | ||||
|             inShadow -= min2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords)); | ||||
|             alpha += 0.35 * inShadow; | ||||
|  | ||||
|             gl_FragColor = vec4(color * alpha, alpha); | ||||
|         } | ||||
|     " | ||||
|   | ||||
| @@ -28,6 +28,8 @@ ShaderEffect { | ||||
|     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 | ||||
| @@ -60,6 +62,8 @@ ShaderEffect { | ||||
|  | ||||
|     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 | ||||
| @@ -146,7 +150,7 @@ ShaderEffect { | ||||
|             precision mediump float; | ||||
|         #endif | ||||
|  | ||||
|         uniform sampler2D source; | ||||
|         uniform sampler2D screenBuffer; | ||||
|         uniform highp float qt_Opacity; | ||||
|         uniform highp float time; | ||||
|         varying highp vec2 qt_TexCoord0; | ||||
| @@ -154,12 +158,10 @@ ShaderEffect { | ||||
|         uniform highp vec4 fontColor; | ||||
|         uniform highp vec4 backgroundColor; | ||||
|         uniform lowp float screen_brightness; | ||||
|         uniform lowp float shadowLength; | ||||
|  | ||||
|         uniform highp vec2 virtual_resolution;" + | ||||
|  | ||||
|         (bloom !== 0 ? " | ||||
|             uniform highp sampler2D bloomSource; | ||||
|             uniform lowp float bloom;" : "") + | ||||
|         (burnIn !== 0 ? " | ||||
|             uniform sampler2D burnInSource; | ||||
|             uniform highp float burnInLastUpdate; | ||||
| @@ -178,8 +180,6 @@ ShaderEffect { | ||||
|             uniform lowp float chromaColor;" : "") + | ||||
|         (jitter !== 0 ? " | ||||
|             uniform lowp vec2 jitterDisplacement;" : "") + | ||||
|         (rbgShift !== 0 ? " | ||||
|             uniform lowp float rbgShift;" : "") + | ||||
|         (ambientLight !== 0 ? " | ||||
|             uniform lowp float ambientLight;" : "") + | ||||
|  | ||||
| @@ -202,30 +202,36 @@ ShaderEffect { | ||||
|                 return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015))); | ||||
|             }" : "") + | ||||
|  | ||||
|         "highp float getScanlineIntensity(vec2 coords) { | ||||
|             float result = 1.0;" + | ||||
|  | ||||
|            (appSettings.rasterization != appSettings.no_rasterization ? | ||||
|                "float val = 0.0; | ||||
|                 vec2 rasterizationCoords = fract(coords * virtual_resolution); | ||||
|                 val += smoothstep(0.0, 0.5, rasterizationCoords.y); | ||||
|                 val -= smoothstep(0.5, 1.0, rasterizationCoords.y); | ||||
|                 result *= mix(0.5, 1.0, val);" : "") + | ||||
|            (appSettings.rasterization == appSettings.pixel_rasterization ? | ||||
|                "val = 0.0; | ||||
|                 val += smoothstep(0.0, 0.5, rasterizationCoords.x); | ||||
|                 val -= smoothstep(0.5, 1.0, rasterizationCoords.x); | ||||
|                 result *= mix(0.5, 1.0, val);" : "") + " | ||||
|  | ||||
|            return result; | ||||
|         } | ||||
|  | ||||
|         float min2(vec2 v) { | ||||
|         "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() {" + | ||||
| @@ -252,19 +258,22 @@ ShaderEffect { | ||||
|                 float noise = staticNoise;" : "") + | ||||
|  | ||||
|             (screenCurvature !== 0 ? " | ||||
|                 float distortion = dot(cc, cc) * screenCurvature; | ||||
|                 vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion); | ||||
|                 vec2 staticCoords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;" | ||||
|                 vec2 curvatureCoords = barrel(qt_TexCoord0, cc); | ||||
|                 float staticInScreen = min2(step(0.0, curvatureCoords) - step(1.0, curvatureCoords)); | ||||
|                 vec2 staticCoords = curvatureCoords;" | ||||
|             :" | ||||
|                 vec2 staticCoords = qt_TexCoord0;") + | ||||
|                 vec2 staticCoords = qt_TexCoord0; | ||||
|                 float staticInScreen = 1.0;") + | ||||
|  | ||||
|             "vec2 coords = staticCoords;" + | ||||
|             "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 ? | ||||
| @@ -285,49 +294,21 @@ ShaderEffect { | ||||
|             (glowingLine !== 0 ? " | ||||
|                 color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + | ||||
|  | ||||
|             "vec3 txt_color = texture2D(source, txt_coords).rgb;" + | ||||
|  | ||||
|             (rbgShift !== 0 ? " | ||||
|                 vec2 displacement = vec2(12.0, 0.0) * rbgShift * (0.6 * constantNoise.r + 0.4); | ||||
|                 vec3 rightColor = texture2D(source, txt_coords + displacement).rgb; | ||||
|                 vec3 leftColor = texture2D(source, txt_coords - displacement).rgb; | ||||
|                 txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60; | ||||
|                 txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60; | ||||
|                 txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60; | ||||
|             " : "") + | ||||
|             "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); | ||||
|                 txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));" | ||||
|                 vec3 burnInColor = 0.5 * (txt_blur.rgb - vec3(blurDecay)); | ||||
|                 txt_color = max(txt_color, convertWithChroma(burnInColor));" | ||||
|             : "") + | ||||
|  | ||||
|              "txt_color *= getScanlineIntensity(coords);" + | ||||
|              "txt_color += fontColor.rgb * vec3(color);" + | ||||
|  | ||||
|              "txt_color += vec3(color);" + | ||||
|              "float greyscale_color = rgb2grey(txt_color);" + | ||||
|  | ||||
|             (chromaColor !== 0 ? | ||||
|                 "vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor); | ||||
|                  vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);" | ||||
|             : | ||||
|                 "vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") + | ||||
|  | ||||
|             (bloom !== 0 ? | ||||
|                 "vec4 bloomFullColor = texture2D(bloomSource, coords); | ||||
|                  vec3 bloomColor = bloomFullColor.rgb; | ||||
|                  float bloomAlpha = bloomFullColor.a;" + | ||||
|                 (chromaColor !== 0 ? | ||||
|                     "bloomColor = fontColor.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chromaColor);" | ||||
|                 : | ||||
|                     "bloomColor = fontColor.rgb * rgb2grey(bloomColor);") + | ||||
|                 "finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);" | ||||
|             : "") + | ||||
|  | ||||
|             (screenCurvature !== 0 ? " | ||||
|                 vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords); | ||||
|                 finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);" | ||||
|             :"") + | ||||
|             "vec3 finalColor = txt_color;" + | ||||
|  | ||||
|             (flickering !== 0 ? " | ||||
|                 finalColor *= brightness;" : "") + | ||||
| @@ -336,7 +317,11 @@ ShaderEffect { | ||||
|                 finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") + | ||||
|  | ||||
|  | ||||
|             "gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" + | ||||
|             "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: { | ||||
| @@ -349,4 +334,170 @@ ShaderEffect { | ||||
|             fallBack = true; | ||||
|          } | ||||
|      } | ||||
|  | ||||
|      ShaderEffect { | ||||
|          id: frame | ||||
|  | ||||
|          anchors.fill: parent | ||||
|  | ||||
|          property ShaderEffectSource source: parent.source | ||||
|          property ShaderEffectSource bloomSource: parent.bloomSource | ||||
|  | ||||
|          property color fontColor: parent.fontColor | ||||
|          property color backgroundColor: parent.backgroundColor | ||||
|          property real bloom: parent.bloom | ||||
|  | ||||
|          property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize | ||||
|  | ||||
|          property real chromaColor: appSettings.chromaColor; | ||||
|  | ||||
|          property real rbgShift: (appSettings.rbgShift / width) * appSettings.totalFontScaling | ||||
|  | ||||
|          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 size virtual_resolution: parent.virtual_resolution | ||||
|  | ||||
|          blending: false | ||||
|  | ||||
|          //Print the number with a reasonable precision for the shader. | ||||
|          function str(num){ | ||||
|              return num.toFixed(8); | ||||
|          } | ||||
|  | ||||
|          fragmentShader: " | ||||
|              #ifdef GL_ES | ||||
|                  precision mediump float; | ||||
|              #endif | ||||
|  | ||||
|              uniform sampler2D source; | ||||
|              uniform highp float qt_Opacity; | ||||
|              varying highp vec2 qt_TexCoord0; | ||||
|  | ||||
|              uniform highp vec4 fontColor; | ||||
|              uniform highp vec4 backgroundColor; | ||||
|              uniform lowp float screen_brightness; | ||||
|  | ||||
|              uniform highp vec2 virtual_resolution;" + | ||||
|  | ||||
|              (bloom !== 0 ? " | ||||
|                  uniform highp sampler2D bloomSource; | ||||
|                  uniform lowp float bloom;" : "") + | ||||
|  | ||||
|              (screenCurvature !== 0 ? " | ||||
|                  uniform highp float screenCurvature;" : "") + | ||||
|  | ||||
|              (chromaColor !== 0 ? " | ||||
|                  uniform lowp float chromaColor;" : "") + | ||||
|  | ||||
|              (rbgShift !== 0 ? " | ||||
|                  uniform lowp float rbgShift;" : "") + | ||||
|  | ||||
|              (ambientLight !== 0 ? " | ||||
|                  uniform lowp float ambientLight;" : "") + | ||||
|  | ||||
|              "highp float getScanlineIntensity(vec2 coords) { | ||||
|                  float result = 1.0;" + | ||||
|  | ||||
|                 (appSettings.rasterization != appSettings.no_rasterization ? | ||||
|                     "float val = 0.0; | ||||
|                      vec2 rasterizationCoords = fract(coords * virtual_resolution); | ||||
|                      val += smoothstep(0.0, 0.5, rasterizationCoords.y); | ||||
|                      val -= smoothstep(0.5, 1.0, rasterizationCoords.y); | ||||
|                      result *= mix(0.5, 1.0, val);" : "") + | ||||
|  | ||||
|                 (appSettings.rasterization == appSettings.pixel_rasterization ? | ||||
|                     "val = 0.0; | ||||
|                      val += smoothstep(0.0, 0.5, rasterizationCoords.x); | ||||
|                      val -= smoothstep(0.5, 1.0, rasterizationCoords.x); | ||||
|                      result *= mix(0.5, 1.0, val);" : "") + " | ||||
|  | ||||
|                 return result; | ||||
|              } | ||||
|  | ||||
|              float min2(vec2 v) { | ||||
|                  return min(v.x, v.y); | ||||
|              } | ||||
|  | ||||
|              float rgb2grey(vec3 v){ | ||||
|                  return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|              }" + | ||||
|  | ||||
|              "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;" + | ||||
|  | ||||
|                  (screenCurvature !== 0 ? " | ||||
|                      float distortion = dot(cc, cc) * screenCurvature; | ||||
|                      vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion); | ||||
|                      vec2 txt_coords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;" | ||||
|                  :" | ||||
|                      vec2 txt_coords = qt_TexCoord0;") + | ||||
|  | ||||
|                  "vec3 txt_color = texture2D(source, txt_coords).rgb;" + | ||||
|  | ||||
|                  (rbgShift !== 0 ? " | ||||
|                      vec2 displacement = vec2(12.0, 0.0) * rbgShift; | ||||
|                      vec3 rightColor = texture2D(source, txt_coords + displacement).rgb; | ||||
|                      vec3 leftColor = texture2D(source, txt_coords - displacement).rgb; | ||||
|                      txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60; | ||||
|                      txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60; | ||||
|                      txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60; | ||||
|                  " : "") + | ||||
|  | ||||
|                   "txt_color *= getScanlineIntensity(txt_coords);" + | ||||
|  | ||||
|                   "txt_color += vec3(0.0001);" + | ||||
|                   "float greyscale_color = rgb2grey(txt_color);" + | ||||
|  | ||||
|                  (chromaColor !== 0 ? | ||||
|                      "vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor); | ||||
|                       vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);" | ||||
|                  : | ||||
|                      "vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") + | ||||
|  | ||||
|                      (bloom !== 0 ? | ||||
|                          "vec4 bloomFullColor = texture2D(bloomSource, txt_coords); | ||||
|                           vec3 bloomColor = bloomFullColor.rgb; | ||||
|                           float bloomAlpha = bloomFullColor.a; | ||||
|                           bloomColor = convertWithChroma(bloomColor); | ||||
|                           finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);" | ||||
|                      : "") + | ||||
|  | ||||
|                  (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);" + | ||||
|              "}" | ||||
|  | ||||
|          NewTerminalFrame { | ||||
|              anchors.fill: parent | ||||
|              blending: true | ||||
|          } | ||||
|      } | ||||
|  | ||||
|      ShaderEffectSource { | ||||
|          id: frameBuffer | ||||
|  | ||||
|          anchors.fill: parent | ||||
|          visible: false | ||||
|          sourceItem: frame | ||||
|          hideSource: true | ||||
|      } | ||||
| } | ||||
|   | ||||
| @@ -56,11 +56,11 @@ ShaderTerminal { | ||||
|  | ||||
|     bloomSource: bloomSourceLoader.item | ||||
|  | ||||
|     NewTerminalFrame { | ||||
|         id: terminalFrame | ||||
|         anchors.fill: parent | ||||
|         blending: true | ||||
|     } | ||||
| //    NewTerminalFrame { | ||||
| //        id: terminalFrame | ||||
| //        anchors.fill: parent | ||||
| //        blending: true | ||||
| //    } | ||||
|  | ||||
|     // This shader might be useful in the future. Since we used it only for a couple | ||||
|     // of calculations is probably best to move those in the main shader. If in the future | ||||
|   | ||||
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