From 40660b5ef283a9bd7c3d2727f5c476d257d49c29 Mon Sep 17 00:00:00 2001 From: Filippo Scognamiglio Date: Sun, 20 Apr 2014 23:48:31 +0200 Subject: [PATCH] Fiune tunings in frame reflections. --- app/ShaderSettings.qml | 2 +- app/frames/utils/FrameShader.qml | 9 ++++++--- 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/app/ShaderSettings.qml b/app/ShaderSettings.qml index 3d708a5..f72ccf2 100644 --- a/app/ShaderSettings.qml +++ b/app/ShaderSettings.qml @@ -80,7 +80,7 @@ Item{ property var fonts_list: fontlist property bool frame_reflections: true - property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.2 + property real frame_reflection_strength: ((frame_reflections && framelist.get(frames_index).reflections) ? 1.0 : 0.0) * 0.15 property var profiles_list: profileslist property int profiles_index: 0 diff --git a/app/frames/utils/FrameShader.qml b/app/frames/utils/FrameShader.qml index 04d3618..e009c81 100644 --- a/app/frames/utils/FrameShader.qml +++ b/app/frames/utils/FrameShader.qml @@ -19,6 +19,8 @@ ShaderEffect{ (font_color.b*0.3 + background_color.b*0.7), 1.0) + blending: true + vertexShader: " uniform highp mat4 qt_Matrix; uniform highp float time; @@ -64,9 +66,10 @@ ShaderEffect{ vec4 txt_normal = texture2D(normals, coords); vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0); vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0)); - float reflection = dot(normal, light_dir) * 0.5 * txt_normal.a; - float reflection_alpha = (1.0 - reflection*"+frame_reflection_strength.toFixed(1)+"); - vec4 dark_color = vec4(reflection_color.rgb * (reflection + 0.2) * 0.5, txt_normal.a * reflection_alpha); + float diffuse = dot(normal, light_dir); + float reflection = (diffuse * 0.6 + 0.4) * txt_normal.a; + float reflection_alpha = (1.0 - diffuse*"+frame_reflection_strength.toFixed(1)+"); + vec4 dark_color = vec4(reflection_color.rgb * reflection * 0.4, txt_normal.a * reflection_alpha); gl_FragColor = mix(dark_color, txt_color, ambient_light); }"