cool-retro-term/app/qml/NewTerminalFrame.qml
2018-11-30 00:57:59 +01:00

63 lines
2.0 KiB
QML

import QtQuick 2.0
import "utils.js" as Utils
ShaderEffect {
property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
property real ambientLight: Utils.lint(0.1, 0.9, appSettings.ambientLight)
property color frameColor: "#dedede"
property color fontColor: appSettings.fontColor
property color backgroundColor: appSettings.backgroundColor
property color reflectionColor: Utils.mix(fontColor, backgroundColor, 0.2)
visible: screenCurvature != 0
fragmentShader: "
#ifdef GL_ES
precision mediump float;
#endif
uniform lowp float screenCurvature;
uniform lowp float ambientLight;
uniform highp float qt_Opacity;
uniform lowp vec4 frameColor;
uniform lowp vec4 reflectionColor;
varying highp vec2 qt_TexCoord0;
vec2 distortCoordinates(vec2 coords){
vec2 cc = (coords - vec2(0.5));
float dist = dot(cc, cc) * screenCurvature;
return (coords + cc * (1.0 + dist) * dist);
}
float max2(vec2 v) {
return max(v.x, v.y);
}
float sum2(vec2 v) {
return v.x + v.y;
}
void main(){
vec2 staticCoords = qt_TexCoord0;
vec2 coords = distortCoordinates(staticCoords);
vec3 color = mix(reflectionColor.rgb, frameColor.rgb, ambientLight);
float dist = 0.5 * screenCurvature;
float shadowMask = 0.00 + max2(1.0 - smoothstep(vec2(-dist), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + dist), coords));
shadowMask = clamp(0.0, 1.0, shadowMask);
color *= pow(shadowMask, 0.5);
float alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, pow(shadowMask, 0.5));
gl_FragColor = vec4(color * alpha, alpha);
}
"
onStatusChanged: if (log) console.log(log) //Print warning messages
}