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mirror of https://github.com/Swordfish90/cool-retro-term.git synced 2026-02-08 00:32:27 +00:00
Files
cool-retro-term/app/shaders/terminal_frame.frag
2025-12-23 12:16:18 +01:00

91 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 time;
vec4 fontColor;
vec4 backgroundColor;
float shadowLength;
vec2 virtualResolution;
float rasterizationIntensity;
int rasterizationMode;
float burnInLastUpdate;
float burnInTime;
float burnIn;
float staticNoise;
float screenCurvature;
float glowingLine;
float chromaColor;
vec2 jitterDisplacement;
float ambientLight;
float jitter;
float horizontalSync;
float horizontalSyncStrength;
float flickering;
float displayTerminalFrame;
vec2 scaleNoiseSize;
float screen_brightness;
float bloom;
float rbgShift;
float frameShadowCoeff;
float frameShininess;
vec4 frameColor;
float frameSize;
float prevLastUpdate;
};
float min2(vec2 v) { return min(v.x, v.y); }
float max2(vec2 v) { return max(v.x, v.y); }
float prod2(vec2 v) { return v.x * v.y; }
float sum2(vec2 v) { return v.x + v.y; }
float hash(vec2 v) { return fract(sin(dot(v, vec2(12.9898, 78.233))) * 43758.5453); }
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);
}
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 occlusionWidth = 0.025;
float seamWidth = occlusionWidth;
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)
);
vec2 clampedCoords = clamp(coords, vec2(0.0), vec2(1.0));
float innerEdgeDist = length(coords - clampedCoords);
float occlusion = smoothstep(0.0, occlusionWidth, innerEdgeDist);
float frameShadow = e * 0.75 + w * 0.75 + n * 0.50 + s * 1.00;
frameShadow *= sqrt(occlusion) * depth;
vec3 color = frameColor.rgb * frameShadow;
float alpha = clamp(sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords)), 0.0, 1.0);
fragColor = vec4(color * alpha, alpha) * qt_Opacity;
}