mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-31 18:21:16 +00:00
75 lines
3.7 KiB
QML
75 lines
3.7 KiB
QML
import QtQuick 2.2
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ShaderEffect{
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property variant source: framesource
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property variant normals: framesourcenormals
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property real screen_distorsion: shadersettings.screen_distortion * framecontainer.distortionCoefficient
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property real ambient_light: shadersettings.ambient_light
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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 real time: timetimer.time
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property variant randomFunctionSource: randfuncsource
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property real brightness_flickering: shadersettings.brightness_flickering
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property real brightness: shadersettings.brightness * 1.5 + 0.5
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property real frame_reflection_strength: shadersettings.frame_reflection_strength
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property color reflection_color: Qt.rgba((font_color.r*0.3 + background_color.r*0.7),
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(font_color.g*0.3 + background_color.g*0.7),
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(font_color.b*0.3 + background_color.b*0.7),
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1.0)
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vertexShader: "
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uniform highp mat4 qt_Matrix;
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uniform highp float time;
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uniform sampler2D randomFunctionSource;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;
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varying lowp float brightness;
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;
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brightness = "+brightness.toFixed(1)+";" +
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(brightness_flickering !== 0 ?
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"brightness -= texture2D(randomFunctionSource, vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)))).r * "+brightness_flickering.toFixed(1)+";"
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: "") + "
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gl_Position = qt_Matrix * qt_Vertex;
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}"
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fragmentShader: "
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uniform sampler2D source;
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uniform sampler2D normals;
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uniform highp float screen_distorsion;
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uniform highp float ambient_light;
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uniform highp float qt_Opacity;
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uniform vec4 reflection_color;
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varying lowp float brightness;
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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) * screen_distorsion;
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return (coords + cc * (1.0 + dist) * dist);
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}
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void main(){
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vec2 coords = distortCoordinates(qt_TexCoord0);
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vec4 txt_color = texture2D(source, coords);
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vec4 txt_normal = texture2D(normals, coords);
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vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
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vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
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float reflection = dot(normal, light_dir) * 0.5 * txt_normal.a;
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float reflection_alpha = (1.0 - reflection*"+frame_reflection_strength.toFixed(1)+");
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vec4 dark_color = vec4(reflection_color.rgb * (reflection + 0.2) * 0.5, txt_normal.a * reflection_alpha);
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gl_FragColor = mix(dark_color, txt_color, ambient_light);
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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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