frame around the display is now transparent changes in the default colors

This commit is contained in:
Filippo Scognamiglio 2013-11-25 13:18:22 +01:00
parent 768de5a4a0
commit ff1b3be708
2 changed files with 23 additions and 17 deletions

View File

@ -2,7 +2,7 @@ import QtQuick 2.0
Item{ Item{
property color background_color: "#000000" property color background_color: "#000000"
property color font_color: "#ffff55" property color font_color: "#66ff66"
property real noise_strength: 0.1 property real noise_strength: 0.1
property real screen_distortion: 0.15 property real screen_distortion: 0.15

View File

@ -45,13 +45,13 @@ ApplicationWindow{
ShaderEffectSource{ ShaderEffectSource{
id: theSource id: theSource
sourceItem: terminal sourceItem: terminal
sourceRect: Qt.rect(-20, -20, terminal.width + 40, terminal.height + 40) //sourceRect: Qt.rect(-20, -20, terminal.width + 40, terminal.height + 40)
} }
ShaderEffect { ShaderEffect {
id: shadercontainer id: shadercontainer
anchors.fill: parent anchors.fill: parent
blending: false blending: true
z: 2 z: 2
property color font_color: shadersettings.font_color property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color property color background_color: shadersettings.background_color
@ -134,17 +134,23 @@ ApplicationWindow{
//vec4 color = texture2D(source, coords); //vec4 color = texture2D(source, coords);
vec4 color = blurredColor(source, coords); vec4 color = blurredColor(source, coords);
float alpha = getScanlineIntensity(coords) * step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y); float scanline_alpha = getScanlineIntensity(coords);
//float alpha = 1.0; 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 noise = stepNoise(coords) * noise_strength;
float randomPass = randomPass(coords) * glowing_line_strength; float randomPass = randomPass(coords) * glowing_line_strength;
vec4 added_color = (noise + randomPass) * font_color; vec4 added_color = (noise + randomPass) * font_color;
vec4 finalColor = color + added_color; vec4 finalColor = color + added_color;
finalColor = mix(finalColor, background_color, 1.0 - scanline_alpha);
gl_FragColor = mix(finalColor, background_color, 1.0 - alpha); gl_FragColor = vec4(finalColor.rgb * inside, inside);
}" }"
} }
Rectangle{
z: 1
anchors.fill: parent
color: "black"
}
TerminalScreen { TerminalScreen {
id: terminal id: terminal
width: mainwindow.width width: mainwindow.width
@ -155,14 +161,14 @@ ApplicationWindow{
Component.onCompleted: terminal.screen.sendKey("l", 76, 67108864); Component.onCompleted: terminal.screen.sendKey("l", 76, 67108864);
} }
RadialGradient{ // RadialGradient{
z: 4 // z: 4
anchors.fill: terminal // anchors.fill: terminal
cached: true // cached: true
opacity: 0.3 // opacity: 0.3
gradient: Gradient{ // gradient: Gradient{
GradientStop{position: 0.0; color: shadersettings.font_color} // GradientStop{position: 0.0; color: shadersettings.font_color}
GradientStop{position: 0.7; color: shadersettings.background_color} // GradientStop{position: 0.7; color: shadersettings.background_color}
} // }
} // }
} }