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Files
cool-retro-term/app/shaders/terminal_dynamic.vert
2025-12-10 23:14:15 +01:00

62 lines
1.7 KiB
GLSL

#version 440
layout(location = 0) in vec4 qt_Vertex;
layout(location = 1) in vec2 qt_MultiTexCoord0;
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 screenShadowCoeff;
float frameShadowCoeff;
vec4 frameColor;
vec2 margin;
float prevLastUpdate;
};
layout(binding = 0) uniform sampler2D noiseSource;
layout(location = 0) out vec2 qt_TexCoord0;
layout(location = 1) out float vBrightness;
layout(location = 2) out float vDistortionScale;
layout(location = 3) out float vDistortionFreq;
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
vec2 coords = vec2(fract(time / 2.048), fract(time / 1048.576));
vec4 initialNoiseTexel = texture(noiseSource, coords);
vBrightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;
float randval = horizontalSyncStrength - initialNoiseTexel.r;
vDistortionScale = step(0.0, randval) * randval * horizontalSyncStrength * horizontalSync;
vDistortionFreq = mix(4.0, 40.0, initialNoiseTexel.g) * step(0.0, horizontalSync);
gl_Position = qt_Matrix * qt_Vertex;
}