diff --git a/app/frames/WhiteSimpleFrame.qml b/app/frames/WhiteSimpleFrame.qml index 3f4191c..f899dd7 100644 --- a/app/frames/WhiteSimpleFrame.qml +++ b/app/frames/WhiteSimpleFrame.qml @@ -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" diff --git a/app/frames/utils/TerminalFrame.qml b/app/frames/utils/TerminalFrame.qml index c2fedf4..4d26ca9 100644 --- a/app/frames/utils/TerminalFrame.qml +++ b/app/frames/utils/TerminalFrame.qml @@ -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 diff --git a/app/frames/utils/WhiteFrameShader.qml b/app/frames/utils/WhiteFrameShader.qml index 251edfe..58fb85c 100644 --- a/app/frames/utils/WhiteFrameShader.qml +++ b/app/frames/utils/WhiteFrameShader.qml @@ -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); }"