cool-retro-term/app/qml/NewTerminalFrame.qml
2018-12-01 19:16:33 +01:00

74 lines
2.5 KiB
QML

import QtQuick 2.0
import "utils.js" as Utils
ShaderEffect {
property color _staticFrameColor: "#dedede"
property color _backgroundColor: appSettings.backgroundColor
property color _fontColor: appSettings.fontColor
property color _lightColor: Utils.mix(_fontColor, _backgroundColor, 0.2)
property real _ambientLight: Utils.lint(0.2, 0.8, appSettings.ambientLight)
property color frameColor: Utils.mix(_staticFrameColor, _lightColor, _ambientLight)
property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
property real shadowLength: 0.5 * screenCurvature * Utils.lint(0.50, 1.5, _ambientLight)
visible: screenCurvature != 0
fragmentShader: "
#ifdef GL_ES
precision mediump float;
#endif
uniform lowp float screenCurvature;
uniform lowp float shadowLength;
uniform highp float qt_Opacity;
uniform lowp vec4 frameColor;
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 min2(vec2 v) {
return min(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 = vec3(0.0);
float alpha = 0.0;
float outShadowLength = shadowLength;
float inShadowLength = 0.5 * shadowLength;
float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
outShadow = clamp(0.0, 1.0, outShadow);
color += frameColor.rgb * sqrt(outShadow);
alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
float inShadow = min2(step(vec2(0.0), coords) - step(vec2(1.0), coords));
inShadow -= min2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
alpha += 0.35 * inShadow;
gl_FragColor = vec4(color * alpha, alpha);
}
"
onStatusChanged: if (log) console.log(log) //Print warning messages
}