mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-03-27 21:19:02 +00:00
First wrong framebuffer implementation.
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parent
4aea85649f
commit
f497bb4b44
@ -53,7 +53,6 @@ ShaderEffect {
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float alpha = 0.0;
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float outShadowLength = shadowLength;
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float inShadowLength = 0.5 * shadowLength;
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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outShadow = clamp(0.0, 1.0, outShadow);
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@ -61,10 +60,6 @@ ShaderEffect {
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alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
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float inShadow = min2(step(vec2(0.0), coords) - step(vec2(1.0), coords));
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inShadow -= min2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
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alpha += 0.35 * inShadow;
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gl_FragColor = vec4(color * alpha, alpha);
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}
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"
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@ -28,6 +28,8 @@ ShaderEffect {
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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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@ -60,6 +62,8 @@ ShaderEffect {
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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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@ -146,7 +150,7 @@ ShaderEffect {
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precision mediump float;
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#endif
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uniform sampler2D source;
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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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@ -154,12 +158,10 @@ ShaderEffect {
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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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(bloom !== 0 ? "
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uniform highp sampler2D bloomSource;
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uniform lowp float bloom;" : "") +
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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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@ -178,8 +180,6 @@ ShaderEffect {
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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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(rbgShift !== 0 ? "
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uniform lowp float rbgShift;" : "") +
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(ambientLight !== 0 ? "
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uniform lowp float ambientLight;" : "") +
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@ -202,30 +202,36 @@ ShaderEffect {
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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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"highp float getScanlineIntensity(vec2 coords) {
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float result = 1.0;" +
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(appSettings.rasterization != appSettings.no_rasterization ?
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"float val = 0.0;
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vec2 rasterizationCoords = fract(coords * virtual_resolution);
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val += smoothstep(0.0, 0.5, rasterizationCoords.y);
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val -= smoothstep(0.5, 1.0, rasterizationCoords.y);
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result *= mix(0.5, 1.0, val);" : "") +
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(appSettings.rasterization == appSettings.pixel_rasterization ?
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"val = 0.0;
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val += smoothstep(0.0, 0.5, rasterizationCoords.x);
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val -= smoothstep(0.5, 1.0, rasterizationCoords.x);
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result *= mix(0.5, 1.0, val);" : "") + "
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return result;
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}
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float min2(vec2 v) {
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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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@ -252,19 +258,22 @@ ShaderEffect {
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float noise = staticNoise;" : "") +
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(screenCurvature !== 0 ? "
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float distortion = dot(cc, cc) * screenCurvature;
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vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
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vec2 staticCoords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
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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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vec2 staticCoords = qt_TexCoord0;
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float staticInScreen = 1.0;") +
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"vec2 coords = staticCoords;" +
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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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@ -285,49 +294,21 @@ ShaderEffect {
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(glowingLine !== 0 ? "
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color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
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"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
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(rbgShift !== 0 ? "
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vec2 displacement = vec2(12.0, 0.0) * rbgShift * (0.6 * constantNoise.r + 0.4);
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vec3 rightColor = texture2D(source, txt_coords + displacement).rgb;
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vec3 leftColor = texture2D(source, txt_coords - displacement).rgb;
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txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
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txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
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txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
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" : "") +
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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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txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));"
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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 *= getScanlineIntensity(coords);" +
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"txt_color += fontColor.rgb * vec3(color);" +
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"txt_color += vec3(color);" +
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"float greyscale_color = rgb2grey(txt_color);" +
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(chromaColor !== 0 ?
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"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
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vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);"
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:
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"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
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(bloom !== 0 ?
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"vec4 bloomFullColor = texture2D(bloomSource, coords);
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vec3 bloomColor = bloomFullColor.rgb;
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float bloomAlpha = bloomFullColor.a;" +
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(chromaColor !== 0 ?
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"bloomColor = fontColor.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chromaColor);"
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:
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"bloomColor = fontColor.rgb * rgb2grey(bloomColor);") +
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"finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);"
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: "") +
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(screenCurvature !== 0 ? "
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vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords);
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finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);"
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:"") +
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"vec3 finalColor = txt_color;" +
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(flickering !== 0 ? "
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finalColor *= brightness;" : "") +
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@ -336,7 +317,11 @@ ShaderEffect {
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finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
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"gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" +
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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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@ -349,4 +334,170 @@ ShaderEffect {
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fallBack = true;
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}
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}
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ShaderEffect {
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id: frame
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anchors.fill: parent
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property ShaderEffectSource source: parent.source
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property ShaderEffectSource bloomSource: parent.bloomSource
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property color fontColor: parent.fontColor
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property color backgroundColor: parent.backgroundColor
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property real bloom: parent.bloom
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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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 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 ambientLight: appSettings.ambientLight * 0.2
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property size virtual_resolution: parent.virtual_resolution
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blending: false
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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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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 source;
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uniform highp float qt_Opacity;
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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 highp vec2 virtual_resolution;" +
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(bloom !== 0 ? "
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uniform highp sampler2D bloomSource;
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uniform lowp float bloom;" : "") +
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(screenCurvature !== 0 ? "
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uniform highp float screenCurvature;" : "") +
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(chromaColor !== 0 ? "
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uniform lowp float chromaColor;" : "") +
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(rbgShift !== 0 ? "
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uniform lowp float rbgShift;" : "") +
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(ambientLight !== 0 ? "
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uniform lowp float ambientLight;" : "") +
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"highp float getScanlineIntensity(vec2 coords) {
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float result = 1.0;" +
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(appSettings.rasterization != appSettings.no_rasterization ?
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"float val = 0.0;
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vec2 rasterizationCoords = fract(coords * virtual_resolution);
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val += smoothstep(0.0, 0.5, rasterizationCoords.y);
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val -= smoothstep(0.5, 1.0, rasterizationCoords.y);
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result *= mix(0.5, 1.0, val);" : "") +
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(appSettings.rasterization == appSettings.pixel_rasterization ?
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"val = 0.0;
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val += smoothstep(0.0, 0.5, rasterizationCoords.x);
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val -= smoothstep(0.5, 1.0, rasterizationCoords.x);
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result *= mix(0.5, 1.0, val);" : "") + "
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return result;
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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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"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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(screenCurvature !== 0 ? "
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float distortion = dot(cc, cc) * screenCurvature;
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vec2 curvatureCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);
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vec2 txt_coords = - 2.0 * curvatureCoords + 3.0 * step(vec2(0.0), curvatureCoords) * curvatureCoords - 3.0 * step(vec2(1.0), curvatureCoords) * curvatureCoords;"
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:"
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vec2 txt_coords = qt_TexCoord0;") +
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"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
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(rbgShift !== 0 ? "
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vec2 displacement = vec2(12.0, 0.0) * rbgShift;
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vec3 rightColor = texture2D(source, txt_coords + displacement).rgb;
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vec3 leftColor = texture2D(source, txt_coords - displacement).rgb;
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txt_color.r = leftColor.r * 0.10 + rightColor.r * 0.30 + txt_color.r * 0.60;
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txt_color.g = leftColor.g * 0.20 + rightColor.g * 0.20 + txt_color.g * 0.60;
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txt_color.b = leftColor.b * 0.30 + rightColor.b * 0.10 + txt_color.b * 0.60;
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" : "") +
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"txt_color *= getScanlineIntensity(txt_coords);" +
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"txt_color += vec3(0.0001);" +
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"float greyscale_color = rgb2grey(txt_color);" +
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(chromaColor !== 0 ?
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"vec3 foregroundColor = mix(fontColor.rgb, txt_color * fontColor.rgb / greyscale_color, chromaColor);
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vec3 finalColor = mix(backgroundColor.rgb, foregroundColor, greyscale_color);"
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:
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"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
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(bloom !== 0 ?
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"vec4 bloomFullColor = texture2D(bloomSource, txt_coords);
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vec3 bloomColor = bloomFullColor.rgb;
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float bloomAlpha = bloomFullColor.a;
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bloomColor = convertWithChroma(bloomColor);
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finalColor += clamp(bloomColor * bloom * bloomAlpha, 0.0, 0.5);"
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: "") +
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(screenCurvature !== 0 ? "
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vec2 curvatureMask = step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords);
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finalColor *= clamp(0.0, 1.0, curvatureMask.x + curvatureMask.y);"
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:"") +
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"gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" +
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"}"
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NewTerminalFrame {
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anchors.fill: parent
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blending: true
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}
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}
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ShaderEffectSource {
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id: frameBuffer
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anchors.fill: parent
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visible: false
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sourceItem: frame
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hideSource: true
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}
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}
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@ -56,11 +56,11 @@ ShaderTerminal {
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bloomSource: bloomSourceLoader.item
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NewTerminalFrame {
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id: terminalFrame
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anchors.fill: parent
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blending: true
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}
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// NewTerminalFrame {
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// id: terminalFrame
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// anchors.fill: parent
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// blending: true
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// }
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// This shader might be useful in the future. Since we used it only for a couple
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// of calculations is probably best to move those in the main shader. If in the future
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