mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-19 04:30:44 +00:00
214 lines
8.7 KiB
QML
214 lines
8.7 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 2.2
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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(width, height)
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property real bloom: shadersettings.bloom_strength
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property int rasterization: shadersettings.rasterization
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property real rasterization_strength: shadersettings.rasterization_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 brightness_flickering: shadersettings.brightness_flickering
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property real horizontal_sincronization: shadersettings.horizontal_sincronization
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property bool frame_reflection_strength: shadersettings.frame_reflection_strength
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property real disp_top: frame.item.displacementTop.toFixed(1)
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property real disp_bottom: frame.item.displacementBottom
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property real disp_left: frame.item.displacementLeft
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property real disp_right: frame.item.displacementRight
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property real brightness: shadersettings.brightness * 1.5 + 0.5
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property real deltay: 3 / parent.height
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property real deltax: 3 / parent.width
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property real time: timetimer.time
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property variant randomFunctionSource: randfuncsource
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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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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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uniform highp vec2 txt_Size;
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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 originalCoord;
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varying highp vec2 qt_TexCoord0;" +
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(brightness_flickering !== 0.0 ?"
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varying lowp float brightness;" : "") +
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(horizontal_sincronization !== 0.0 ?"
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varying lowp float horizontal_distortion;" : "") +
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"
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void main() {
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originalCoord = qt_MultiTexCoord0;
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qt_TexCoord0.x = -"+disp_left.toFixed(1)+"/txt_Size.x + qt_MultiTexCoord0.x / ((txt_Size.x -("+(disp_left+disp_right).toFixed(1)+")) / txt_Size.x);" +
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"qt_TexCoord0.y = -"+disp_top.toFixed(1)+"/txt_Size.y + qt_MultiTexCoord0.y / ((txt_Size.y -("+(disp_top+disp_bottom).toFixed(1)+")) / txt_Size.y);" +
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"vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" +
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(brightness_flickering !== 0.0 ? "
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brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering.toFixed(1)+";"
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: "") +
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(horizontal_sincronization !== 0.0 ? "
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float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g;
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float negsinc = 1.0 - "+0.6*horizontal_sincronization+";
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horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * "+0.3*horizontal_sincronization+";"
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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 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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varying highp vec2 originalCoord;
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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 ? "
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uniform highp sampler2D bloomSource;" : "") +
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(noise_strength !== 0 ? "
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uniform highp float noise_strength;" : "") +
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(screen_distorsion !== 0 ? "
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uniform highp float screen_distorsion;" : "")+
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(glowing_line_strength !== 0 ? "
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uniform highp float glowing_line_strength;" : "")+
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(brightness_flickering !== 0 ? "
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varying lowp float brightness;" : "") +
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(horizontal_sincronization !== 0 ? "
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varying lowp float horizontal_distortion;" : "") +
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(rasterization !== shadersettings.no_rasterization ? "
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float getScanlineIntensity(vec2 coord){
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float result = step(0.4, fract(coord.y * txt_Size.y * 0.5));" +
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(rasterization === shadersettings.pixel_rasterization ? "
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result *= step(0.4, fract(coord.x * txt_Size.x * 0.5));" : "") +
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"return result;
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}" : "") +
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"
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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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(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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(noise_strength ? "
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float noise = noise_strength;" : "") +
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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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:"
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vec2 coords = qt_TexCoord0;") +
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(frame_reflection_strength ? "
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vec2 inside = step(0.0, coords) - step(1.0, coords);
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coords = abs(mod(floor(coords), 2.0) - fract(coords)) * clamp(inside.x + inside.y, 0.0, 1.0);" : "") +
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(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 * horizontal_distortion;" +
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(noise_strength ? "
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noise += horizontal_distortion * 0.5;" : "")
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: "") +
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"float color = texture2D(source, coords).r;" +
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(noise_strength !== 0 ? "
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color += stepNoise(coords) * noise * (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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(rasterization !== shadersettings.no_rasterization ? "
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color = mix(color, color * getScanlineIntensity(originalCoord), "+ rasterization_strength.toFixed(1) +");"
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: "") +
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(bloom !== 0 ? "
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color += texture2D(bloomSource, coords).r *" + (2.5 * bloom).toFixed(1) + ";" : "") +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
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(brightness_flickering !== 0 ? "
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finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"gl_FragColor = vec4(finalColor *"+brightness.toFixed(1)+", qt_Opacity);
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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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