Improved noise

This commit is contained in:
Filippo Scognamiglio 2014-06-11 00:54:47 +02:00
parent 6c461acf28
commit 2423957cc8
3 changed files with 56 additions and 21 deletions

View File

@ -27,10 +27,12 @@ ShaderEffect {
property variant source: terminal.theSource
property variant bloomSource: terminal.bloomSource
property variant rasterizationSource: terminal.rasterizationSource
property variant noiseSource: terminal.staticNoiseSource
property size txt_Size: Qt.size(frame.sourceRect.width, frame.sourceRect.height)
property real bloom: shadersettings.bloom_strength
property int rasterization: shadersettings.rasterization
property real rasterization_strength: 0.5
property real noise_strength: shadersettings.noise_strength
property real screen_distorsion: shadersettings.screen_distortion
@ -51,6 +53,8 @@ ShaderEffect {
property real time: timetimer.time
property variant randomFunctionSource: randfuncsource
blending: false
function str(num){
return num.toFixed(8);
}
@ -102,7 +106,8 @@ ShaderEffect {
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;" : "") +
(noise_strength !== 0 ? "
uniform highp float noise_strength;" : "") +
uniform highp float noise_strength;
uniform lowp sampler2D noiseSource;" : "") +
(screen_distorsion !== 0 ? "
uniform highp float screen_distorsion;" : "")+
(glowing_line_strength !== 0 ? "
@ -112,22 +117,6 @@ ShaderEffect {
(horizontal_sincronization !== 0 ? "
varying lowp float horizontal_distortion;" : "") +
"
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));
}" +
(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;
@ -162,7 +151,7 @@ ShaderEffect {
"float color = texture2D(source, coords).a;" +
(noise_strength !== 0 ? "
color += stepNoise(coords) * noise * (1.0 - distance * distance * 2.0);" : "") +
color += texture2D(noiseSource, qt_TexCoord0 * 0.25 + fract(time / 100.0)).a * noise * (1.0 - distance * distance * 2.0);" : "") +
(glowing_line_strength !== 0 ? "
color += randomPass(coords) * glowing_line_strength;" : "") +
@ -172,7 +161,7 @@ ShaderEffect {
"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
"finalColor *= texture2D(rasterizationSource, coords).a;" +
"finalColor *= (texture2D(rasterizationSource, coords).a) / "+rasterization_strength+";" +
(brightness_flickering !== 0 ? "
finalColor *= brightness;" : "") +

View File

@ -29,6 +29,7 @@ Item{
property variant theSource: finalSource
property variant bloomSource: bloomSourceLoader.item
property variant rasterizationSource: rasterizationEffectSource
property variant staticNoiseSource: staticNoiseSource
property alias kterminal: kterminal
@ -227,7 +228,7 @@ Item{
property size virtual_resolution: parent.virtual_resolution
property size delta: Qt.size((mScanlines == shadersettings.pixel_rasterization ? deltax : 0),
mScanlines != shadersettings.no_rasterization ? deltay : 0)
z: 2
blending: false
fragmentShader:
"uniform lowp float qt_Opacity;" +
@ -286,12 +287,57 @@ Item{
smooth: false
}
}
//Rasterization mask
ShaderEffect {
id: staticNoiseEffect
anchors.fill: parent
property size virtual_resolution: terminalContainer.virtual_resolution
blending: false
fragmentShader:
"uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
uniform highp vec2 virtual_resolution;" +
"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 * virtual_resolution;
return rand(newP);
}" +
"void main() {" +
"gl_FragColor.a = stepNoise(qt_TexCoord0);" +
"}"
}
ShaderEffectSource{
id: staticNoiseSource
sourceItem: staticNoiseEffect
textureSize: Qt.size(parent.width, parent.height)
wrapMode: ShaderEffectSource.Repeat
smooth: true
hideSource: true
format: ShaderEffectSource.Alpha
}
//Rasterization mask
ShaderEffect {
id: rasterizationEffect
anchors.fill: parent
property size virtual_resolution: terminalContainer.virtual_resolution
blending: false
fragmentShader:
"uniform lowp float qt_Opacity;" +

View File

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
<!-- Written by QtCreator 3.0.1, 2014-06-07T14:58:56. -->
<!-- Written by QtCreator 3.0.1, 2014-06-11T00:00:49. -->
<qtcreator>
<data>
<variable>ProjectExplorer.Project.ActiveTarget</variable>