mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-03-04 09:48:50 +00:00
47 lines
2.3 KiB
QML
47 lines
2.3 KiB
QML
import QtQuick 2.1
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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
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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 brightness: shadercontainer.brightness
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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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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 vec4 reflection_color;
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uniform highp 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) * 0.4 * brightness + 0.2;
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vec3 final_color = reflection_color * reflection * 0.5;
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final_color += txt_color * ambient_light;
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gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a);
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}"
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}
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