Really fixes #6. At least I hope...

This commit is contained in:
Filippo Scognamiglio 2014-04-04 02:32:52 +02:00
parent e1b8dc0d92
commit 80404ffe89
3 changed files with 10 additions and 5 deletions

View File

@ -192,6 +192,8 @@ ShaderEffect {
(brightness_flickering !== 0 ? " (brightness_flickering !== 0 ? "
finalColor = mix(finalColor, vec3(0.0), brightness);" : "") + finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
"gl_FragColor = vec4(finalColor *"+brightness+", 1.0); "gl_FragColor = vec4(finalColor *"+brightness+", qt_Opacity);
}" }"
onStatusChanged: console.log(log) //Print warning messages
} }

View File

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject> <!DOCTYPE QtCreatorProject>
<!-- Written by QtCreator 3.0.1, 2014-04-03T17:43:20. --> <!-- Written by QtCreator 3.0.1, 2014-04-04T01:31:42. -->
<qtcreator> <qtcreator>
<data> <data>
<variable>ProjectExplorer.Project.ActiveTarget</variable> <variable>ProjectExplorer.Project.ActiveTarget</variable>

View File

@ -43,6 +43,7 @@ ShaderEffect{
uniform sampler2D normals; uniform sampler2D normals;
uniform highp float screen_distorsion; uniform highp float screen_distorsion;
uniform highp float ambient_light; uniform highp float ambient_light;
uniform highp float qt_Opacity;
uniform vec4 reflection_color; uniform vec4 reflection_color;
varying lowp float brightness; varying lowp float brightness;
@ -62,8 +63,10 @@ ShaderEffect{
vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0); vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0)); vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
float reflection = (dot(normal, light_dir) * 0.4 + 0.2) * brightness; float reflection = (dot(normal, light_dir) * 0.4 + 0.2) * brightness;
vec3 final_color = reflection_color * reflection * 0.5; vec3 final_color = reflection_color.rgb * reflection * 0.5;
final_color += txt_color * ambient_light; final_color += txt_color.rgb * ambient_light;
gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a); gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity);
}" }"
onStatusChanged: console.log(log) //Print warning messages
} }