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cool-retro-term/app/shaders/terminal_frame.frag
Filippo Scognamiglio d10fe84c3a Fix many smaller issues.
2026-01-08 22:37:36 +01:00

78 lines
2.8 KiB
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform ubuf {
mat4 qt_Matrix;
float qt_Opacity;
float screenCurvature;
vec4 frameColor;
float frameSize;
float screenRadius;
vec2 viewportSize;
float ambientLight;
float frameShininess;
};
float min2(vec2 v) { return min(v.x, v.y); }
float prod2(vec2 v) { return v.x * v.y; }
vec2 distortCoordinates(vec2 coords){
vec2 paddedCoords = coords * (vec2(1.0) + frameSize * 2.0) - frameSize;
vec2 cc = (paddedCoords - vec2(0.5));
float dist = dot(cc, cc) * screenCurvature;
return (paddedCoords + cc * (1.0 + dist) * dist);
}
float roundedRectSdfPixels(vec2 p, vec2 topLeft, vec2 bottomRight, float radiusPixels) {
vec2 sizePixels = (bottomRight - topLeft) * viewportSize;
vec2 centerPixels = (topLeft + bottomRight) * 0.5 * viewportSize;
vec2 localPixels = p * viewportSize - centerPixels;
vec2 halfSize = sizePixels * 0.5 - vec2(radiusPixels);
vec2 d = abs(localPixels) - halfSize;
return length(max(d, vec2(0.0))) + min(max(d.x, d.y), 0.0) - radiusPixels;
}
void main() {
vec2 staticCoords = qt_TexCoord0;
vec2 coords = distortCoordinates(staticCoords);
float depth = 1.0 - 5.0 * min(min2(staticCoords), min2(vec2(1.0) - staticCoords));
float screenRadiusPixels = screenRadius;
float edgeSoftPixels = 1.0;
float seamWidth = max(screenRadiusPixels, 0.5) / min2(viewportSize);
float e = min(
smoothstep(-seamWidth, seamWidth, coords.x - coords.y),
smoothstep(-seamWidth, seamWidth, coords.x - (1.0 - coords.y))
);
float s = min(
smoothstep(-seamWidth, seamWidth, coords.y - coords.x),
smoothstep(-seamWidth, seamWidth, coords.x - (1.0 - coords.y))
);
float w = min(
smoothstep(-seamWidth, seamWidth, coords.y - coords.x),
smoothstep(-seamWidth, seamWidth, (1.0 - coords.x) - coords.y)
);
float n = min(
smoothstep(-seamWidth, seamWidth, coords.x - coords.y),
smoothstep(-seamWidth, seamWidth, (1.0 - coords.x) - coords.y)
);
float distPixels = roundedRectSdfPixels(coords, vec2(0.0), vec2(1.0), screenRadiusPixels);
float frameShadow = (e * 0.66 + w * 0.66 + n * 0.33 + s) * depth;
frameShadow *= smoothstep(0.0, edgeSoftPixels * 10.0, distPixels);
float frameAlpha = 1.0 - frameShininess * 0.4;
float inScreen = smoothstep(0.0, edgeSoftPixels, -distPixels);
float alpha = mix(frameAlpha, mix(0.0, 0.2, ambientLight), inScreen);
float glass = clamp(ambientLight * pow(prod2(coords * (1.0 - coords.yx)) * 50.0, 0.25) * inScreen, 0.0, 1.0);
vec3 color = mix(frameColor.rgb * frameShadow, vec3(glass), inScreen);
fragColor = vec4(color, alpha) * qt_Opacity;
}