cool-retro-term/app/qml/frames/utils/FrameShader.qml

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QML
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import QtQuick 2.2
import QtGraphicalEffects 1.0
ShaderEffect{
property variant source: framesource
property variant normals: framesourcenormals
property real screen_distorsion: appSettings.screen_distortion * framecontainer.distortionCoefficient
property real ambient_light: appSettings.ambient_light
property color font_color: appSettings.font_color
property color background_color: appSettings.background_color
property real brightness: appSettings.brightness * 1.5 + 0.5
property bool frameReflections: appSettings.frameReflections
property variant lightSource: reflectionEffectSourceLoader.item
property real chroma_color: appSettings.chroma_color
Loader{
id: reflectionEffectLoader
width: parent.width * 0.33
height: parent.height * 0.33
active: frameReflections
sourceComponent: FastBlur{
id: frameReflectionEffect
radius: 128
source: terminal.kterminal
smooth: false
}
}
Loader{
id: reflectionEffectSourceLoader
active: frameReflections
sourceComponent: ShaderEffectSource{
id: frameReflectionSource
sourceItem: reflectionEffectLoader.item
hideSource: true
smooth: true
visible: false
}
}
blending: true
fragmentShader: "
uniform sampler2D source;
uniform sampler2D normals;
uniform highp float screen_distorsion;
uniform highp float ambient_light;
uniform highp float qt_Opacity;
uniform lowp float chroma_color;" +
(frameReflections ?
"uniform sampler2D lightSource;" : "") + "
uniform vec4 font_color;
uniform vec4 background_color;
varying lowp 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);
}
float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
}
void main(){
vec2 coords = distortCoordinates(qt_TexCoord0);
vec4 txt_color = texture2D(source, coords);
vec4 txt_normal = texture2D(normals, coords);
vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
vec3 light_direction = normalize(vec3(0.5, 0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
float dotProd = dot(normal, light_direction);" +
(frameReflections ? "
vec3 realLightColor = texture2D(lightSource, coords).rgb;
float screenLight = rgb2grey(realLightColor);
float clampedDotProd = clamp(dotProd, 0.05, 1.0);
float diffuseReflection = clamp(screenLight * 1.5 * clampedDotProd, 0.0, 0.35);
float reflectionAlpha = mix(1.0, 0.90, dotProd);
vec3 lightColor = mix(font_color.rgb * screenLight, font_color.rgb * realLightColor, chroma_color);"
: "
float diffuseReflection = 0.0;
float reflectionAlpha = 1.0;
vec3 lightColor = font_color.rgb;") + "
vec3 back_color = background_color.rgb * (0.2 + 0.5 * dotProd);
vec3 front_color = lightColor * (0.05 + diffuseReflection);
vec4 dark_color = vec4((back_color + front_color) * txt_normal.a, txt_normal.a * reflectionAlpha);
gl_FragColor = mix(dark_color, txt_color, ambient_light);
}"
2014-04-04 02:32:52 +02:00
2014-04-16 19:37:33 +02:00
onStatusChanged: if (log) console.log(log) //Print warning messages
}