mirror of
https://github.com/Swordfish90/cool-retro-term.git
synced 2025-01-18 12:15:27 +00:00
201 lines
8.3 KiB
QML
201 lines
8.3 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: terminal.theSource
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property variant bloomSource: terminal.bloomSource
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property variant rasterizationSource: terminal.rasterizationSource
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property variant noiseSource: terminal.staticNoiseSource
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property size txt_Size: Qt.size(frame.sourceRect.width, frame.sourceRect.height)
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property real bloom: shadersettings.bloom_strength * 2.5
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property int rasterization: shadersettings.rasterization
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property real jitter: shadersettings.jitter * 0.007
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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 frameReflections: shadersettings.frameReflections
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property real disp_top: frame.item.displacementTop * shadersettings.window_scaling
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property real disp_bottom: frame.item.displacementBottom * shadersettings.window_scaling
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property real disp_left: frame.item.displacementLeft * shadersettings.window_scaling
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property real disp_right: frame.item.displacementRight * shadersettings.window_scaling
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property real brightness: shadersettings.brightness * 1.5 + 0.5
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property real time: timeManager.time
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property variant randomFunctionSource: randfuncsource
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blending: false
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//Smooth random texture used for flickering effect.
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Image{
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id: randtexture
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source: "frames/images/randfunction.png"
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width: 512
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height: 512
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sourceSize.width: 512
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sourceSize.height: 256
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fillMode: Image.TileVertically
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}
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ShaderEffectSource{
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id: randfuncsource
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sourceItem: randtexture
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live: false
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hideSource: true
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wrapMode: ShaderEffectSource.Repeat
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}
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//Print the number with a reasonable precision for the shader.
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function str(num){
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return num.toFixed(8);
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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 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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qt_TexCoord0.x = -"+str(disp_left)+"/txt_Size.x + qt_MultiTexCoord0.x / ((txt_Size.x -("+str(disp_left+disp_right)+")) / txt_Size.x);" + "
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qt_TexCoord0.y = -"+str(disp_top)+"/txt_Size.y + qt_MultiTexCoord0.y / ((txt_Size.y -("+str(disp_top+disp_bottom)+")) / txt_Size.y);" + "
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vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
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(brightness_flickering !== 0.0 ? "
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brightness = 1.0 + (texture2D(randomFunctionSource, coords).g - 0.5) * "+str(brightness_flickering)+";"
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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 - "+str(0.6*horizontal_sincronization)+";
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horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * "+str(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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uniform highp vec4 font_color;
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uniform highp vec4 background_color;
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uniform highp sampler2D rasterizationSource;" +
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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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(noise_strength !== 0 || jitter !== 0 ? "
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uniform lowp sampler2D noiseSource;" : "") +
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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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(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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(frameReflections ? "
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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;" : "")
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: "") +
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(jitter !== 0 ? "
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vec2 offset = vec2(texture2D(noiseSource, coords + fract(time / 57.0)).a,
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texture2D(noiseSource, coords + fract(time / 251.0)).a) - 0.5;
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vec2 txt_coords = coords + offset * "+str(jitter)+";"
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: "vec2 txt_coords = coords;") +
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"float color = texture2D(source, txt_coords).a;" +
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(noise_strength !== 0 ? "
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float noiseVal = texture2D(noiseSource, qt_TexCoord0 + vec2(fract(time / 51.0), fract(time / 237.0))).a;
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color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
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(glowing_line_strength !== 0 ? "
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color += randomPass(coords) * glowing_line_strength;" : "") +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"finalColor *= texture2D(rasterizationSource, coords).a;" +
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(bloom !== 0 ? "
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finalColor += font_color.rgb * texture2D(bloomSource, coords).r *" + str(bloom) + ";" : "") +
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(brightness_flickering !== 0 ? "
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finalColor *= brightness;" : "") +
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"gl_FragColor = vec4(finalColor *"+str(brightness)+", 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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