Move frame to separate framebuffer. This fixes some glitches in terminal
frame.
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@@ -13,6 +13,8 @@ ShaderEffect {
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property real screenCurvature: appSettings.screenCurvature * appSettings.screenCurvatureSize
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property real shadowLength: 0.5 * screenCurvature * Utils.lint(0.50, 1.5, _ambientLight)
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property size aadelta: Qt.size(1.0 / width, 1.0 / height)
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fragmentShader: "
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#ifdef GL_ES
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precision mediump float;
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@@ -22,6 +24,7 @@ ShaderEffect {
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uniform lowp float shadowLength;
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uniform highp float qt_Opacity;
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uniform lowp vec4 frameColor;
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uniform mediump vec2 aadelta;
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varying highp vec2 qt_TexCoord0;
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@@ -53,10 +56,10 @@ ShaderEffect {
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float outShadowLength = shadowLength;
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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outShadow = clamp(0.0, 1.0, outShadow);
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color += frameColor.rgb * sqrt(outShadow);
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alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
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outShadow = clamp(0.0, 1.0, sqrt(outShadow));
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color += frameColor.rgb * outShadow;
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alpha = sum2(1.0 - smoothstep(vec2(0.0), aadelta, coords) + smoothstep(vec2(1.0) - aadelta, vec2(1.0), coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, outShadow);
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gl_FragColor = vec4(color * alpha, alpha);
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}
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