105 lines
3.9 KiB
QML
105 lines
3.9 KiB
QML
/*******************************************************************************
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* Copyright (c) 2013-2021 "Filippo Scognamiglio"
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* https://github.com/Swordfish90/cool-retro-term
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*
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* This file is part of cool-retro-term.
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*
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* cool-retro-term is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*******************************************************************************/
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import QtQuick 2.0
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import "utils.js" as Utils
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ShaderEffect {
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property color _staticFrameColor: "#fff"
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property color _backgroundColor: appSettings.backgroundColor
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property color _fontColor: appSettings.fontColor
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property color _lightColor: Utils.mix(_fontColor, _backgroundColor, 0.2)
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property real _ambientLight: Utils.lint(0.2, 0.8, appSettings.ambientLight)
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property color frameColor: Utils.mix(_staticFrameColor, _lightColor, _ambientLight)
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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// Coefficient of the log curve used to approximate shadowing
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property real screenShadowCoeff: Utils.lint(20.0, 10.0, _ambientLight)
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property real frameShadowCoeff: Utils.lint(20.0, 10.0, _ambientLight)
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property size margin: Qt.size(
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appSettings.frameMargin / width * appSettings.windowScaling,
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appSettings.frameMargin / height * appSettings.windowScaling
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)
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ShaderLibrary {
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id: shaderLibrary
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}
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fragmentShader: "
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform lowp float screenCurvature;
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uniform lowp float screenShadowCoeff;
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uniform lowp float frameShadowCoeff;
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uniform highp float qt_Opacity;
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uniform lowp vec4 frameColor;
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uniform mediump vec2 margin;
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varying highp vec2 qt_TexCoord0;
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = (coords - vec2(0.5));
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float dist = dot(cc, cc) * screenCurvature;
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return (coords + cc * (1.0 + dist) * dist);
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}
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" +
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shaderLibrary.max2 +
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shaderLibrary.min2 +
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shaderLibrary.prod2 +
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shaderLibrary.sum2 +
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"
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vec2 positiveLog(vec2 x) {
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return clamp(log(x), vec2(0.0), vec2(100.0));
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}
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void main() {
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vec2 staticCoords = qt_TexCoord0;
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vec2 coords = distortCoordinates(staticCoords) * (vec2(1.0) + margin * 2.0) - margin;
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vec2 vignetteCoords = staticCoords * (1.0 - staticCoords.yx);
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float vignette = pow(prod2(vignetteCoords) * 15.0, 0.25);
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vec3 color = frameColor.rgb * vec3(1.0 - vignette);
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float alpha = 0.0;
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float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
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frameShadow = max(sqrt(frameShadow), 0.0);
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color *= frameShadow;
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alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
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alpha = clamp(alpha, 0.0, 1.0);
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alpha *= mix(1.0, 0.9, frameShadow);
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float screenShadow = 1.0 - prod2(positiveLog(coords * screenShadowCoeff + vec2(1.0)) * positiveLog(-coords * screenShadowCoeff + vec2(screenShadowCoeff + 1.0)));
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alpha = max(0.8 * screenShadow, alpha);
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gl_FragColor = vec4(color * alpha, alpha);
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}
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"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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}
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