cool-retro-term/app/qml/ShaderTerminal.qml

278 lines
12 KiB
QML

/*******************************************************************************
* 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 <http://www.gnu.org/licenses/>.
*******************************************************************************/
import QtQuick 2.2
import QtGraphicalEffects 1.0
ShaderEffect {
property color font_color: shadersettings.font_color
property color background_color: shadersettings.background_color
property variant source: terminal.theSource
property variant bloomSource: terminal.bloomSource
property variant rasterizationSource: terminal.rasterizationSource
property variant noiseSource: terminal.staticNoiseSource
property real bloom_strength: shadersettings.bloom_strength * 2.5
property real jitter: shadersettings.jitter * 0.007
property real noise_strength: shadersettings.noise_strength
property real screen_distorsion: shadersettings.screen_distortion
property real glowing_line_strength: shadersettings.glowing_line_strength
property real chroma_color: shadersettings.chroma_color;
property real rgb_shift: shadersettings.rgb_shift * 0.2
property real brightness_flickering: shadersettings.brightness_flickering
property real horizontal_sincronization: shadersettings.horizontal_sincronization
property bool frameReflections: shadersettings.frameReflections
property real disp_top: (frame.item.displacementTop * shadersettings.window_scaling) / height
property real disp_bottom: (frame.item.displacementBottom * shadersettings.window_scaling) / height
property real disp_left: (frame.item.displacementLeft * shadersettings.window_scaling) / width
property real disp_right: (frame.item.displacementRight * shadersettings.window_scaling) / width
property real screen_brightness: shadersettings.brightness * 1.5 + 0.5
property real time: timeManager.time
property variant randomFunctionSource: randfuncsource
// 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: randtexture
source: "frames/images/randfunction.png"
width: 512
height: 512
sourceSize.width: 512
sourceSize.height: 256
fillMode: Image.TileVertically
}
ShaderEffectSource{
id: randfuncsource
sourceItem: randtexture
live: false
hideSource: true
wrapMode: ShaderEffectSource.Repeat
}
//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 randomFunctionSource;" : "") +
(!fallBack && brightness_flickering !== 0.0 ?"
varying lowp float brightness;
uniform lowp float brightness_flickering;" : "") +
(!fallBack && horizontal_sincronization !== 0.0 ?"
varying lowp float horizontal_distortion;
uniform lowp float horizontal_sincronization;" : "") +
"
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 && brightness_flickering !== 0.0 ? "
brightness = 1.0 + (texture2D(randomFunctionSource, coords).g - 0.5) * brightness_flickering;"
: "") +
(!fallBack && horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g;
float negsinc = 1.0 - 0.6 * horizontal_sincronization;" + "
horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * 0.3*horizontal_sincronization;"
: "") +
"gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
uniform sampler2D source;
uniform highp float qt_Opacity;
uniform highp float time;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp sampler2D rasterizationSource;
uniform lowp float screen_brightness;" +
(bloom_strength !== 0 ? "
uniform highp sampler2D bloomSource;
uniform lowp float bloom_strength;" : "") +
(noise_strength !== 0 ? "
uniform highp float noise_strength;" : "") +
(noise_strength !== 0 || jitter !== 0 || rgb_shift ? "
uniform lowp sampler2D noiseSource;" : "") +
(screen_distorsion !== 0 ? "
uniform highp float screen_distorsion;" : "") +
(glowing_line_strength !== 0 ? "
uniform highp float glowing_line_strength;" : "") +
(chroma_color !== 0 ? "
uniform lowp float chroma_color;" : "") +
(jitter !== 0 ? "
uniform lowp float jitter;" : "") +
(rgb_shift !== 0 ? "
uniform lowp float rgb_shift;" : "") +
(fallBack && (brightness_flickering || horizontal_sincronization) ? "
uniform lowp sampler2D randomFunctionSource;" : "") +
(fallBack && horizontal_sincronization !== 0 ? "
uniform lowp float horizontal_sincronization;" : "") +
(fallBack && brightness_flickering !== 0.0 ?"
uniform lowp float brightness_flickering;" : "") +
(!fallBack && brightness_flickering !== 0 ? "
varying lowp float brightness;" : "") +
(!fallBack && horizontal_sincronization !== 0 ? "
varying lowp float horizontal_distortion;" : "") +
(glowing_line_strength !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
}" : "") +
"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 problem
(fallBack && (brightness_flickering || horizontal_sincronization) ? "
vec2 randCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" : "") +
(fallBack && brightness_flickering !== 0.0 ? "
float brightness = 1.0 + (texture2D(randomFunctionSource, randCoords).g - 0.5) * brightness_flickering;"
: "") +
(fallBack && horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) - randCoords) * 0.5).g;
float negsinc = 1.0 - 0.6 * horizontal_sincronization;" + "
float horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * 0.3*horizontal_sincronization;"
: "") +
(noise_strength ? "
float noise = noise_strength;" : "") +
(screen_distorsion !== 0 ? "
float distortion = dot(cc, cc) * screen_distorsion;
vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
:"
vec2 coords = qt_TexCoord0;") +
(horizontal_sincronization !== 0 ? "
float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
coords.x = coords.x + h_distortion * horizontal_distortion;" +
(noise_strength ? "
noise += horizontal_distortion;" : "")
: "") +
(jitter !== 0 ? "
vec2 offset = vec2(texture2D(noiseSource, coords + fract(time / 57.0)).a,
texture2D(noiseSource, coords + fract(time / 251.0)).a) - 0.5;
vec2 txt_coords = coords + offset * jitter;"
: "vec2 txt_coords = coords;") +
"float color = 0.0;" +
(noise_strength !== 0 ? "
float noiseVal = texture2D(noiseSource, qt_TexCoord0 + vec2(fract(time / 51.0), fract(time / 237.0))).a;
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
(glowing_line_strength !== 0 ? "
color += randomPass(coords) * glowing_line_strength;" : "") +
"vec3 txt_color = texture2D(source, txt_coords).rgb;
float greyscale_color = rgb2grey(txt_color) + color;" +
(chroma_color !== 0 ?
(rgb_shift !== 0 ? "
float rgb_noise = abs(texture2D(noiseSource, vec2(fract(time/(1024.0 * 256.0)), fract(time/(1024.0*1024.0)))).a - 0.5);
float rcolor = texture2D(source, txt_coords + vec2(0.1, 0.0) * rgb_shift * rgb_noise).r;
float bcolor = texture2D(source, txt_coords - vec2(0.1, 0.0) * rgb_shift * rgb_noise).b;
txt_color.r = rcolor;
txt_color.b = bcolor;
greyscale_color = 0.33 * (rcolor + bcolor);" : "") +
"vec3 mixedColor = mix(font_color.rgb, txt_color * font_color.rgb, chroma_color);
vec3 finalBackColor = mix(background_color.rgb, mixedColor, greyscale_color);
vec3 finalColor = mix(finalBackColor, font_color.rgb, color).rgb;"
:
"vec3 finalColor = mix(background_color.rgb, font_color.rgb, greyscale_color);") +
"finalColor *= texture2D(rasterizationSource, coords).a;" +
(bloom_strength !== 0 ?
"vec4 bloomFullColor = texture2D(bloomSource, coords);
vec3 bloomColor = bloomFullColor.rgb;
vec2 minBound = step(vec2(0.0), coords);
vec2 maxBound = step(coords, vec2(1.0));
float bloomAlpha = bloomFullColor.a * minBound.x * minBound.y * maxBound.x * maxBound.y;" +
(chroma_color !== 0 ?
"bloomColor = font_color.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chroma_color);"
:
"bloomColor = font_color.rgb * rgb2grey(bloomColor);") +
"finalColor += bloomColor * bloom_strength * bloomAlpha;"
: "") +
(brightness_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;
}
}
}