completed screen flickers (it still could use some work)

This commit is contained in:
Filippo Scognamiglio 2013-12-25 22:53:32 +01:00
parent dd129890d2
commit 61ca4f7237
3 changed files with 25 additions and 11 deletions

View File

@ -74,8 +74,8 @@ ApplicationWindow {
}
SettingComponent{
name: "Screen flickering"
onValueChanged: shadersettings.brightness_flickering = value;
Component.onCompleted: _value = shadersettings.brightness_flickering;
onValueChanged: shadersettings.screen_flickering = value;
Component.onCompleted: _value = shadersettings.screen_flickering;
}
}
}

View File

@ -6,7 +6,7 @@ Item{
property color background_color: "#002200"
property color font_color: "#00ff00"
property real brightness_flickering: 0.2
property real screen_flickering: 0.1
property real noise_strength: 0.1
property real screen_distortion: 0.15
property real glowing_line_strength: 0.4

View File

@ -99,18 +99,30 @@ ApplicationWindow{
}
}
Behavior on horizontal_distortion {
NumberAnimation{
duration: 150
onRunningChanged:
if(!running) shadercontainer.horizontal_distortion = 0.0;
}
}
Loader{
active: shadersettings.brightness_flickering != 0
active: shadersettings.screen_flickering != 0
sourceComponent: Timer{
property real randval
id: flickertimer
interval: 500
onTriggered: {
console.log("Timer triggered")
randval = Math.random();
if(randval < shadersettings.brightness_flickering)
shadercontainer.brightness = Math.random() * 0.5 + 0.5;
if(randval < shadersettings.screen_flickering){
shadercontainer.horizontal_distortion = Math.random() * shadersettings.screen_flickering;
}
randval = Math.random();
if(randval < shadersettings.screen_flickering)
shadercontainer.brightness = Math.random() * 0.5 + 0.5;
}
repeat: true
running: true
}
@ -118,6 +130,7 @@ ApplicationWindow{
property real deltay: 3 / terminal.height
property real deltax: 3 / terminal.width
property real horizontal_distortion: 0.0
//property real faulty_screen_prob: shadersettings.faulty_screen_prob
NumberAnimation on time{
@ -148,6 +161,8 @@ ApplicationWindow{
uniform highp float scanlines;
uniform highp float horizontal_distortion;
float rand(vec2 co, float time){
return fract(sin(dot(co.xy ,vec2(0.37898 * time ,0.78233))) * 437.5875453);
}
@ -188,13 +203,12 @@ ApplicationWindow{
void main() {
vec2 coords = distortCoordinates(qt_TexCoord0);
//Emulate faulty screen
//coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
//TODO This formula could be improved
float distortion = (sin(coords.y * 20.0 * fract(time * 0.1) + sin(fract(time * 0.2))) + sin(time * 0.05));
coords.x = coords.x + distortion * 0.3 * horizontal_distortion;
//vec4 color = texture2D(source, coords);
float color = (blurredColor(source, coords).r + texture2D(source, coords).r) * 0.5;
float scanline_alpha = getScanlineIntensity(coords) * scanlines;
//float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
float noise = stepNoise(coords) * noise_strength;
float randomPass = randomPass(coords) * glowing_line_strength;
color += noise + randomPass;