mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-19 04:30:44 +00:00
79 lines
2.6 KiB
QML
79 lines
2.6 KiB
QML
import QtQuick 2.0
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import "utils.js" as Utils
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ShaderEffect {
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property color _staticFrameColor: "#ffffff"
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property color _backgroundColor: appSettings.backgroundColor
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property color _fontColor: appSettings.fontColor
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property color _lightColor: Utils.mix(_fontColor, _backgroundColor, 0.2)
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property real _ambientLight: Utils.lint(0.2, 0.8, appSettings.ambientLight)
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property color frameColor: Utils.mix(_staticFrameColor, _lightColor, _ambientLight)
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real shadowLength: 0.5 * screenCurvature * Utils.lint(0.50, 1.5, _ambientLight)
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property size aadelta: Qt.size(1.0 / width, 1.0 / height)
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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 lowp float screenCurvature;
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uniform lowp float shadowLength;
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uniform highp float qt_Opacity;
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uniform lowp vec4 frameColor;
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uniform mediump vec2 aadelta;
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varying highp vec2 qt_TexCoord0;
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = (coords - vec2(0.5));
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float dist = dot(cc, cc) * screenCurvature;
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return (coords + cc * (1.0 + dist) * dist);
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}
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float max2(vec2 v) {
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return max(v.x, v.y);
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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 prod2(vec2 v) {
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return v.x * v.y;
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}
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float sum2(vec2 v) {
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return v.x + v.y;
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}
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void main(){
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vec2 staticCoords = qt_TexCoord0;
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vec2 coords = distortCoordinates(staticCoords);
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vec3 color = vec3(0.0);
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float alpha = 0.0;
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float outShadowLength = shadowLength;
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float inShadowLength = shadowLength * 0.5;
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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, sqrt(outShadow));
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color += frameColor.rgb * outShadow;
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alpha = sum2(1.0 - smoothstep(vec2(0.0), aadelta, coords) + smoothstep(vec2(1.0) - aadelta, vec2(1.0), coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, outShadow);
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float inShadow = 1.0 - prod2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
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inShadow = 0.5 * inShadow * inShadow;
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alpha = max(alpha, inShadow);
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gl_FragColor = vec4(color * alpha, alpha);
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}
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"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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}
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