/******************************************************************************* * Copyright (c) 2013 "Filippo Scognamiglio" * https://github.com/Swordfish90/cool-retro-term * * This file is part of cool-retro-term. * * cool-retro-term is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . *******************************************************************************/ import QtQuick 2.2 import QtGraphicalEffects 1.0 import "utils.js" as Utils ShaderEffect { property ShaderEffectSource source property ShaderEffectSource blurredSource property ShaderEffectSource bloomSource property color fontColor: appSettings.fontColor property color backgroundColor: appSettings.backgroundColor property real bloom: appSettings.bloom * 2.5 property real burnIn: appSettings.burnIn property real jitter: appSettings.jitter * 0.007 property real staticNoise: appSettings.staticNoise property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.fontScaling), (height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling)) property real screenCurvature: appSettings.screenCurvature property real glowingLine: appSettings.glowingLine * 0.2 property real chromaColor: appSettings.chromaColor; property real rbgShift: appSettings.rbgShift * 0.2 * (appSettings.chromaColor !== 0 ? 1.0 : 0.0) property real flickering: appSettings.flickering property real horizontalSync: appSettings.horizontalSync * 0.5 property bool frameReflections: appSettings.frameReflections property real disp_top: (frame.displacementTop * appSettings.windowScaling) / height property real disp_bottom: (frame.displacementBottom * appSettings.windowScaling) / height property real disp_left: (frame.displacementLeft * appSettings.windowScaling) / width property real disp_right: (frame.displacementRight * appSettings.windowScaling) / width property real screen_brightness: appSettings.brightness * 1.5 + 0.5 // This is the average value of the abs(sin) function. Needed to avoid aliasing. readonly property real absSinAvg: 0.63661828335466886 property size rasterizationSmooth: Qt.size( Utils.clamp(2.0 * virtual_resolution.width / (width * devicePixelRatio), 0.0, 1.0), Utils.clamp(2.0 * virtual_resolution.height / (height * devicePixelRatio), 0.0, 1.0)) property real dispX property real dispY property size virtual_resolution TimeManager{ id: timeManager enableTimer: terminalWindow.visible } property alias time: timeManager.time property ShaderEffectSource noiseSource: noiseShaderSource // If something goes wrong activate the fallback version of the shader. property bool fallBack: false blending: false //Smooth random texture used for flickering effect. Image{ id: noiseTexture source: "images/allNoise512.png" width: 512 height: 512 fillMode: Image.Tile visible: false } ShaderEffectSource{ id: noiseShaderSource sourceItem: noiseTexture wrapMode: ShaderEffectSource.Repeat visible: false smooth: true } //Print the number with a reasonable precision for the shader. function str(num){ return num.toFixed(8); } vertexShader: " uniform highp mat4 qt_Matrix; uniform highp float time; uniform highp float disp_left; uniform highp float disp_right; uniform highp float disp_top; uniform highp float disp_bottom; attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; varying highp vec2 qt_TexCoord0;" + (!fallBack ? " uniform sampler2D noiseSource;" : "") + (!fallBack && flickering !== 0.0 ?" varying lowp float brightness; uniform lowp float flickering;" : "") + (!fallBack && horizontalSync !== 0.0 ?" uniform lowp float horizontalSync; varying lowp float distortionScale; varying lowp float distortionFreq;" : "") + " void main() { qt_TexCoord0.x = (qt_MultiTexCoord0.x - disp_left) / (1.0 - disp_left - disp_right); qt_TexCoord0.y = (qt_MultiTexCoord0.y - disp_top) / (1.0 - disp_top - disp_bottom); vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" + (!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ? "vec4 initialNoiseTexel = texture2D(noiseSource, coords);" : "") + (!fallBack && flickering !== 0.0 ? " brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;" : "") + (!fallBack && horizontalSync !== 0.0 ? " float randval = horizontalSync - initialNoiseTexel.r; distortionScale = step(0.0, randval) * randval * horizontalSync; distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" : "") + "gl_Position = qt_Matrix * qt_Vertex; }" fragmentShader: " #ifdef GL_ES precision mediump float; #endif uniform sampler2D source; uniform highp float qt_Opacity; uniform highp float time; varying highp vec2 qt_TexCoord0; uniform highp vec4 fontColor; uniform highp vec4 backgroundColor; uniform lowp float screen_brightness; uniform highp vec2 virtual_resolution; uniform highp vec2 rasterizationSmooth; uniform highp float dispX; uniform highp float dispY;" + (bloom !== 0 ? " uniform highp sampler2D bloomSource; uniform lowp float bloom;" : "") + (burnIn !== 0 ? " uniform sampler2D blurredSource;" : "") + (staticNoise !== 0 ? " uniform highp float staticNoise;" : "") + (((staticNoise !== 0 || jitter !== 0 || rbgShift) ||(fallBack && (flickering || horizontalSync))) ? " uniform lowp sampler2D noiseSource; uniform highp vec2 scaleNoiseSize;" : "") + (screenCurvature !== 0 ? " uniform highp float screenCurvature;" : "") + (glowingLine !== 0 ? " uniform highp float glowingLine;" : "") + (chromaColor !== 0 ? " uniform lowp float chromaColor;" : "") + (jitter !== 0 ? " uniform lowp float jitter;" : "") + (rbgShift !== 0 ? " uniform lowp float rbgShift;" : "") + (fallBack && horizontalSync !== 0 ? " uniform lowp float horizontalSync;" : "") + (fallBack && flickering !== 0.0 ?" uniform lowp float flickering;" : "") + (!fallBack && flickering !== 0 ? " varying lowp float brightness;" : "") + (!fallBack && horizontalSync !== 0 ? " varying lowp float distortionScale; varying lowp float distortionFreq;" : "") + (glowingLine !== 0 ? " float randomPass(vec2 coords){ return fract(smoothstep(-120.0, 0.0, coords.y - (virtual_resolution.y + 120.0) * fract(time * 0.00015))); }" : "") + "highp float getScanlineIntensity(vec2 coords) { highp float result = 1.0;" + (appSettings.rasterization != appSettings.no_rasterization ? "float val = abs(sin(coords.y * virtual_resolution.y * "+Math.PI+")); result *= mix(val, " + absSinAvg + ", rasterizationSmooth.y);" : "") + (appSettings.rasterization == appSettings.pixel_rasterization ? "val = abs(sin(coords.x * virtual_resolution.x * "+Math.PI+")); result *= mix(val, " + absSinAvg + ", rasterizationSmooth.x);" : "") + " return result; } float rgb2grey(vec3 v){ return dot(v, vec3(0.21, 0.72, 0.04)); }" + "void main() {" + "vec2 cc = vec2(0.5) - qt_TexCoord0;" + "float distance = length(cc);" + //FallBack if there are problems (fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ? "vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0))); vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);" : "") + (fallBack && flickering !== 0.0 ? " float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;" : "") + (fallBack && horizontalSync !== 0.0 ? " float randval = horizontalSync - initialNoiseTexel.r; float distortionScale = step(0.0, randval) * randval * horizontalSync; float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);" : "") + (staticNoise ? " float noise = staticNoise;" : "") + (screenCurvature !== 0 ? " float distortion = dot(cc, cc) * screenCurvature; vec2 staticCoords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);" :" vec2 staticCoords = qt_TexCoord0;") + "vec2 coords = staticCoords;" + (horizontalSync !== 0 ? " float dst = sin((coords.y + time * 0.001) * distortionFreq); coords.x += dst * distortionScale;" + (staticNoise ? " noise += distortionScale * 7.0;" : "") : "") + (jitter !== 0 || staticNoise !== 0 ? "vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));" : "") + (jitter !== 0 ? " vec2 offset = vec2(noiseTexel.b, noiseTexel.a) - vec2(0.5); vec2 txt_coords = coords + offset * jitter;" : "vec2 txt_coords = coords;") + "float color = 0.0;" + (staticNoise !== 0 ? " float noiseVal = noiseTexel.a; color += noiseVal * noise * (1.0 - distance * 1.3);" : "") + (glowingLine !== 0 ? " color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + "vec3 txt_color = texture2D(source, txt_coords).rgb;" + (rbgShift !== 0 ? " float rgb_noise = abs(texture2D(noiseSource, vec2(fract(time/(1024.0 * 128.0)), fract(time/(1024.0*512.0)))).a - 0.5); vec2 baseDisplacement = vec2(0.02, 0.0) * rbgShift; vec2 randomDisplacement = vec2(0.05, 0.0) * rbgShift * rgb_noise; float rcolor = texture2D(source, txt_coords + baseDisplacement + randomDisplacement).r; float bcolor = texture2D(source, txt_coords - baseDisplacement - randomDisplacement).b; txt_color.r = rcolor; txt_color.b = bcolor;" : "") + (burnIn !== 0 ? " vec4 txt_blur = texture2D(blurredSource, txt_coords); txt_color = txt_color + txt_blur.rgb * txt_blur.a;" : "") + "float greyscale_color = rgb2grey(txt_color) + color;" + (chromaColor !== 0 ? "vec3 mixedColor = mix(fontColor.rgb, txt_color * fontColor.rgb, chromaColor); vec3 finalBackColor = mix(backgroundColor.rgb, mixedColor, greyscale_color); vec3 finalColor = mix(finalBackColor, fontColor.rgb, color).rgb;" : "vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") + "finalColor *= getScanlineIntensity(coords);" + (bloom !== 0 ? "vec4 bloomFullColor = texture2D(bloomSource, coords); vec3 bloomColor = bloomFullColor.rgb; float bloomAlpha = bloomFullColor.a;" + (chromaColor !== 0 ? "bloomColor = fontColor.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chromaColor);" : "bloomColor = fontColor.rgb * rgb2grey(bloomColor);") + "finalColor += bloomColor * bloom * bloomAlpha;" : "") + "finalColor *= smoothstep(-dispX, 0.0, staticCoords.x) - smoothstep(1.0, 1.0 + dispX, staticCoords.x); finalColor *= smoothstep(-dispY, 0.0, staticCoords.y) - smoothstep(1.0, 1.0 + dispY, staticCoords.y);" + (flickering !== 0 ? " finalColor *= brightness;" : "") + "gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" + "}" onStatusChanged: { // Print warning messages if (log) console.log(log); // Activate fallback mode if (status == ShaderEffect.Error) { fallBack = true; } } }