mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-02-21 20:39:00 +00:00
172 lines
6.4 KiB
QML
172 lines
6.4 KiB
QML
/*******************************************************************************
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* Copyright (c) 2013 "Filippo Scognamiglio"
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* https://github.com/Swordifish90/cool-old-term
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*
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* This file is part of cool-old-term.
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*
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* cool-old-term is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*******************************************************************************/
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import QtQuick 2.0
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import QtGraphicalEffects 1.0
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ShaderEffect {
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property color font_color: shadersettings.font_color
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property color background_color: shadersettings.background_color
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property variant source: theSource
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property variant bloomSource: bloomSource
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property size txt_Size: Qt.size(terminal.width, terminal.height)
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property real time: 0
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property real bloom: shadersettings.bloom_strength
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property real noise_strength: shadersettings.noise_strength
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property real screen_distorsion: shadersettings.screen_distortion
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property real glowing_line_strength: shadersettings.glowing_line_strength
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property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
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//Manage brightness (the function might be improved)
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property real screen_flickering: shadersettings.screen_flickering
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property real _A: 0.4 + Math.random() * 0.4
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property real _B: 0.2 + Math.random() * 0.4
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property real _C: 1.2 - _A - _B
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property real a: (0.0 + Math.random() * 0.4) * 0.05
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property real b: (0.1 + Math.random() * 0.4) * 0.05
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property real c: (0.4 + Math.random() * 0.4) * 0.05
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property real randval: (_A * Math.cos(a * time + _B) +
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_B * Math.sin(b * time + _C) +
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_C * Math.cos(c * time + _A))
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property real brightness: screen_flickering * randval
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property real horizontal_sincronization: shadersettings.horizontal_sincronization
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property real _neg_sinc: 1 - horizontal_sincronization
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property real horizontal_distortion: randval > (_neg_sinc) ? (randval - _neg_sinc) * horizontal_sincronization : 0
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property real deltay: 3 / terminal.height
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property real deltax: 3 / terminal.width
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//Blurred texture used for bloom
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Loader{
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anchors.fill: parent
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active: bloom !== 0
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FastBlur{
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radius: 32
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anchors.fill: parent
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source: theSource
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transparentBorder: true
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ShaderEffectSource{
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id: bloomSource
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sourceItem: parent
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hideSource: true
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}
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}
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}
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Timer{
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id: timetimer
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onTriggered: time += interval
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interval: 16
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running: true
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repeat: true
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}
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fragmentShader: "
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uniform sampler2D source;
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uniform highp float qt_Opacity;
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uniform highp float time;
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uniform highp vec2 txt_Size;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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uniform highp float deltax;
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uniform highp float deltay;" +
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(bloom !== 0 ? "uniform highp sampler2D bloomSource;" : "") +
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(noise_strength !== 0 ? "uniform highp float noise_strength;" : "") +
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(screen_distorsion !== 0 ? "uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "uniform highp float glowing_line_strength;" : "")+
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"uniform lowp float brightness;" +
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(scanlines != 0 ? "uniform highp float scanlines;" : "") +
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(shadersettings.screen_flickering !== 0 ? "uniform highp float horizontal_distortion;" : "") +
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"highp float rand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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float stepNoise(vec2 p){
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vec2 newP = p * txt_Size*0.5;
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return rand(floor(newP) + fract(time / 100.0));
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}
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float getScanlineIntensity(vec2 pos){
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return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
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}" +
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(glowing_line_strength !== 0 ?
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"float randomPass(vec2 coords){
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return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
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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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"float distance = length(cc);" +
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(screen_distorsion !== 0 ?
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"float distortion = dot(cc, cc) * screen_distorsion;
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vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
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:"vec2 coords = qt_TexCoord0;") +
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(shadersettings.horizontal_sincronization !== 0 ?
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"float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
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h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
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coords.x = coords.x + h_distortion * 0.3 * horizontal_distortion;" +
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(noise_strength ? "noise_strength += horizontal_distortion * 0.5;" : "")
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: "") +
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"float color = texture2D(source, coords).r;" +
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(bloom !== 0 ? "color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
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(scanlines !== 0 ?
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"float scanline_alpha = getScanlineIntensity(coords);" : "float scanline_alpha = 1.0;") +
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(noise_strength !== 0 ?
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"color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
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(glowing_line_strength !== 0 ?
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"color += randomPass(coords) * glowing_line_strength;" : "") +
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"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
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(screen_flickering !== 0 ?
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"finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"gl_FragColor = vec4(finalColor, 1.0);
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}"
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}
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