cool-retro-term/app/ShaderManager.qml

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2013-12-28 14:52:10 +01:00
/*******************************************************************************
* Copyright (c) 2013 "Filippo Scognamiglio"
* https://github.com/Swordifish90/cool-old-term
*
* This file is part of cool-old-term.
*
* cool-old-term is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*******************************************************************************/
import QtQuick 2.0
import QtGraphicalEffects 1.0
ShaderEffect {
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property variant source: theSource
property variant bloomSource: bloomSource
property size txt_Size: Qt.size(terminal.width, terminal.height)
property real bloom: shadersettings.bloom_strength
property real noise_strength: shadersettings.noise_strength
property real screen_distorsion: shadersettings.screen_distortion
property real glowing_line_strength: shadersettings.glowing_line_strength
property real scanlines: shadersettings.scanlines ? 1.0 : 0.0
property real brightness_flickering: shadersettings.brightness_flickering
property real horizontal_sincronization: shadersettings.horizontal_sincronization
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property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real time: timetimer.time
property variant randomFunctionSource: randfuncsource
//Blurred texture used for bloom
Loader{
anchors.fill: parent
active: bloom !== 0
FastBlur{
radius: 32
anchors.fill: parent
source: theSource
transparentBorder: true
ShaderEffectSource{
id: bloomSource
sourceItem: parent
hideSource: true
}
}
}
vertexShader: "
uniform highp mat4 qt_Matrix;
uniform highp float time;
uniform sampler2D randomFunctionSource;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;" +
(brightness_flickering !== 0.0 ?"
varying lowp float brightness;" : "") +
(horizontal_sincronization !== 0.0 ?"
varying lowp float horizontal_distortion;" : "") +
"
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0*2.0)));" +
(brightness_flickering !== 0.0 ? "
brightness = texture2D(randomFunctionSource, coords).g * "+brightness_flickering+";"
: "") +
(horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g;
float negsinc = 1.0 - "+0.6*horizontal_sincronization+";
horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * "+0.3*horizontal_sincronization+";"
: "") +
"gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
uniform sampler2D source;
uniform highp float qt_Opacity;
uniform highp float time;
uniform highp vec2 txt_Size;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp float deltax;
uniform highp float deltay;" +
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;" : "") +
(noise_strength !== 0 ? "
uniform highp float noise_strength;" : "") +
(screen_distorsion !== 0 ? "
uniform highp float screen_distorsion;" : "")+
(glowing_line_strength !== 0 ? "
uniform highp float glowing_line_strength;" : "")+
(brightness_flickering !== 0 ? "
varying lowp float brightness;" : "") +
(horizontal_sincronization !== 0 ? "
varying lowp float horizontal_distortion;" : "") +
(scanlines != 0 ? "uniform highp float scanlines;" : "") +
"
highp float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
float stepNoise(vec2 p){
vec2 newP = p * txt_Size*0.5;
return rand(floor(newP) + fract(time / 100.0));
}
float getScanlineIntensity(vec2 pos){
return abs(sin(pos.y * txt_Size.y)) * 0.5 + 0.5;
}" +
(glowing_line_strength !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
}" : "") +
"void main() {" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" +
(screen_distorsion !== 0 ? "
float distortion = dot(cc, cc) * screen_distorsion;
vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
:"
vec2 coords = qt_TexCoord0;") +
(horizontal_sincronization !== 0 ? "
float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
coords.x = coords.x + h_distortion * horizontal_distortion;" +
(noise_strength ? "
noise_strength += horizontal_distortion * 0.5;" : "")
: "") +
"float color = texture2D(source, coords).r;" +
(bloom !== 0 ? "
color += texture2D(bloomSource, coords).r *" + 2.5 * bloom + ";" : "") +
(scanlines !== 0 ? "
float scanline_alpha = getScanlineIntensity(coords);"
:
"float scanline_alpha = 1.0;") +
(noise_strength !== 0 ? "
color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
(glowing_line_strength !== 0 ? "
color += randomPass(coords) * glowing_line_strength;" : "") +
"vec3 finalColor = mix(background_color, font_color, color * scanline_alpha).rgb;" +
"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
(brightness_flickering !== 0 ? "
finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
"
gl_FragColor = vec4(finalColor, 1.0);
}"
}