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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2025-02-12 07:59:07 +00:00
cool-retro-term/qml/cool-old-term/ShaderManager.qml

155 lines
5.8 KiB
QML

import QtQuick 2.0
ShaderEffect {
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property variant source: theSource
property size txt_Size: Qt.size(terminal.width, terminal.height)
property real time: 0
property real noise_strength: shadersettings.noise_strength
property real screen_distorsion: shadersettings.screen_distortion
property real glowing_line_strength: shadersettings.glowing_line_strength
property real brightness: 1.0
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
Behavior on brightness {
NumberAnimation{
duration: 250
onRunningChanged:
if(!running) shadercontainer.brightness = 1.0;
}
}
Behavior on horizontal_distortion {
NumberAnimation{
duration: 150
onRunningChanged:
if(!running) shadercontainer.horizontal_distortion = 0.0;
}
}
Loader{
active: shadersettings.screen_flickering !== 0
sourceComponent: Timer{
property real randval
id: flickertimer
interval: 500
onTriggered: {
randval = Math.random();
if(randval < shadersettings.screen_flickering){
shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
}
randval = Math.random();
if(randval < shadersettings.screen_flickering)
shadercontainer.brightness = Math.random() * 0.5 + 0.5;
}
repeat: true
running: true
}
}
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real horizontal_distortion: 0.0
//property real faulty_screen_prob: shadersettings.faulty_screen_prob
NumberAnimation on time{
from: -1
to: 100
duration: 5000
loops: Animation.Infinite
}
fragmentShader: "
uniform sampler2D source;
uniform highp float qt_Opacity;
uniform highp float time;
uniform highp vec2 txt_Size;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float deltax;
uniform highp float deltay;" +
(noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
(screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
(glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
"uniform highp float brightness;" +
(scanlines != 0 ? "uniform highp float scanlines;" : "") +
(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
"float rand(vec2 co, float time){
return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.25;
return rand(floor(newP), time);
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5;
}" +
(screen_distorsion !== 0 ?
"vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion ;
return (coords + cc * (1.0 + dist) * dist);
}" : "") +
(glowing_line_strength !== 0 ?
"float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - time * 0.03)) * glowing_line_strength;
}" : "") +
"vec4 blurredColor(sampler2D source, vec2 coords){
vec4 sum = vec4(0.0);
sum += texture2D(source, coords - vec2(-deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(-deltax, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(0.0, +deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, -deltay)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, 0.0)) * 0.11;
sum += texture2D(source, coords - vec2(+deltax, +deltay)) * 0.11;
return sum;
}" +
"void main() {" +
(screen_distorsion !== 0 ? "vec2 coords = distortCoordinates(qt_TexCoord0);" : "vec2 coords = qt_TexCoord0;") +
(horizontal_distortion !== 0 ?
"float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
coords.x = coords.x + distortion * 0.3 * horizontal_distortion; " : "") +
"float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;" +
(scanlines !== 0 ?
"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 0.0;") +
(noise_strength !== 0 ?
"color += stepNoise(coords) * noise_strength;" : "") +
(glowing_line_strength !== 0 ?
"color += randomPass(coords) * glowing_line_strength;" : "") +
"vec3 finalColor = mix(background_color, font_color, color).rgb;
finalColor = mix(finalColor, vec3(0.0), scanline_alpha);" +
(brightness !== 1.0 ?
"finalColor = finalColor * brightness;" : "") +
"gl_FragColor = vec4(finalColor, 1.0);
}"
}