import QtQuick 2.1 ShaderEffect{ property variant source: framesource //property variant normals: framesourcenormals property real screen_distorsion: shadersettings.screen_distortion property real ambient_light: shadersettings.ambient_light property color font_color: shadersettings.font_color property color background_color: shadersettings.background_color property real brightness: shadercontainer.brightness // fragmentShader: " // uniform sampler2D source; // uniform sampler2D normals; // uniform highp float screen_distorsion; // uniform highp float ambient_light; // uniform highp vec4 font_color; // uniform highp vec4 background_color; // uniform highp float brightness; // varying highp vec2 qt_TexCoord0; // vec2 distortCoordinates(vec2 coords){ // vec2 cc = coords - vec2(0.5); // float dist = dot(cc, cc) * screen_distorsion; // return (coords + cc * (1.0 + dist) * dist); // } // void main(){ // vec2 coords = distortCoordinates(qt_TexCoord0); // vec4 txt_color = texture2D(source, coords); // vec4 normala = texture2D(normals, coords); // vec3 normal = normalize(normala.rgb) * txt_color.a; // float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.4 * brightness; // vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection; // vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light); // gl_FragColor = vec4(final_color, txt_color.a); // }" fragmentShader: " uniform sampler2D source; uniform highp float screen_distorsion; uniform highp float ambient_light; uniform highp vec4 font_color; uniform highp vec4 background_color; uniform highp float brightness; varying highp vec2 qt_TexCoord0; vec2 distortCoordinates(vec2 coords){ vec2 cc = coords - vec2(0.5); float dist = dot(cc, cc) * screen_distorsion; return (coords + cc * (1.0 + dist) * dist); } void main(){ vec2 coords = distortCoordinates(qt_TexCoord0); vec4 txt_color = texture2D(source, coords); vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * 0.2 * brightness; vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light); gl_FragColor = vec4(final_color, txt_color.a); }" }