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cool-retro-term/app/frames/utils/WhiteFrameShader.qml
2014-03-22 15:10:07 +01:00

66 lines
3.3 KiB
QML

import QtQuick 2.1
ShaderEffect{
property variant source: framesource
//property variant normals: framesourcenormals
property real screen_distorsion: shadersettings.screen_distortion
property real ambient_light: shadersettings.ambient_light
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property real brightness: shadercontainer.brightness
// fragmentShader: "
// uniform sampler2D source;
// uniform sampler2D normals;
// uniform highp float screen_distorsion;
// uniform highp float ambient_light;
// uniform highp vec4 font_color;
// uniform highp vec4 background_color;
// uniform highp float brightness;
// varying highp vec2 qt_TexCoord0;
// vec2 distortCoordinates(vec2 coords){
// vec2 cc = coords - vec2(0.5);
// float dist = dot(cc, cc) * screen_distorsion;
// return (coords + cc * (1.0 + dist) * dist);
// }
// void main(){
// vec2 coords = distortCoordinates(qt_TexCoord0);
// vec4 txt_color = texture2D(source, coords);
// vec4 normala = texture2D(normals, coords);
// vec3 normal = normalize(normala.rgb) * txt_color.a;
// float reflection = dot(normal, vec3(1.0, 1.0, 0.0)) * 0.4 * brightness;
// vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * reflection;
// vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
// gl_FragColor = vec4(final_color, txt_color.a);
// }"
fragmentShader: "
uniform sampler2D source;
uniform highp float screen_distorsion;
uniform highp float ambient_light;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float brightness;
varying highp vec2 qt_TexCoord0;
vec2 distortCoordinates(vec2 coords){
vec2 cc = coords - vec2(0.5);
float dist = dot(cc, cc) * screen_distorsion;
return (coords + cc * (1.0 + dist) * dist);
}
void main(){
vec2 coords = distortCoordinates(qt_TexCoord0);
vec4 txt_color = texture2D(source, coords);
vec3 reflection_color = mix(font_color, background_color, 0.7).rgb * 0.2 * brightness;
vec3 final_color = mix(txt_color.rgb, reflection_color, 1.0 - ambient_light);
gl_FragColor = vec4(final_color, txt_color.a);
}"
}