Temporarily disabled normals

This commit is contained in:
Filippo Scognamiglio 2014-03-22 15:10:07 +01:00
parent 03a72e39b9
commit 5076bf58b3
3 changed files with 37 additions and 12 deletions

View File

@ -12,7 +12,7 @@ TerminalFrame{
borderTop: 116
borderBottom: 116
imageSource: "../images/screen-frame.png"
normalsSource: "../images/screen-frame-normals.png"
//normalsSource: "../images/screen-frame-normals.png"
sourceRect: Qt.rect(-65, -75, terminal.width + 130, terminal.height + 150)
shaderString: "WhiteFrameShader.qml"

View File

@ -46,11 +46,11 @@ Item{
sourceItem: frameimage
hideSource: true
}
ShaderEffectSource{
id: framesourcenormals
sourceItem: framenormals
hideSource: true
}
// ShaderEffectSource{
// id: framesourcenormals
// sourceItem: framenormals
// hideSource: true
// }
Loader{
anchors.fill: frameimage
source: shaderString

View File

@ -2,16 +2,44 @@ import QtQuick 2.1
ShaderEffect{
property variant source: framesource
property variant normals: framesourcenormals
//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 sampler2D normals;
uniform highp float screen_distorsion;
uniform highp float ambient_light;
@ -30,10 +58,7 @@ ShaderEffect{
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 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);
}"