Improve terminal frame and expose frame size setting.
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@@ -79,8 +79,8 @@ Item {
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property size jitterDisplacement: Qt.size(0.007 * jitter, 0.002 * jitter)
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property real shadowLength: 0.25 * screenCurvature * Utils.lint(0.50, 1.5, ambientLight)
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property real staticNoise: appSettings.staticNoise
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property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
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(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
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property size scaleNoiseSize: Qt.size((width * 0.75) / (noiseTexture.width * appSettings.windowScaling * appSettings.totalFontScaling),
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(height * 0.75) / (noiseTexture.height * appSettings.windowScaling * appSettings.totalFontScaling))
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property size virtualResolution: parent.virtualResolution
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@@ -88,6 +88,8 @@ Item {
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// We progressively disable rasterization from 4x up to 2x resolution.
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property real rasterizationIntensity: Utils.smoothstep(2.0, 4.0, _screenDensity)
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property real displayTerminalFrame: appSettings._frameMargin > 0 || appSettings.screenCurvature > 0
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property real time: timeManager.time
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property ShaderEffectSource noiseSource: noiseShaderSource
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@@ -190,9 +192,10 @@ Item {
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(((staticNoise !== 0 || jitter !== 0) ||(fallBack && (flickering || horizontalSync))) ? "
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uniform lowp sampler2D noiseSource;
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uniform highp vec2 scaleNoiseSize;" : "") +
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(screenCurvature !== 0 ? "
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uniform highp float screenCurvature;
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(displayTerminalFrame ? "
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uniform lowp sampler2D frameSource;" : "") +
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(screenCurvature !== 0 ? "
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uniform highp float screenCurvature;" : "") +
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(glowingLine !== 0 ? "
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uniform highp float glowingLine;" : "") +
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(chromaColor !== 0 ? "
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@@ -328,7 +331,7 @@ Item {
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(ambientLight !== 0 ? "
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finalColor += vec3(ambientLight) * (1.0 - distance) * (1.0 - distance);" : "") +
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(screenCurvature !== 0 ?
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(displayTerminalFrame ?
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"vec4 frameColor = texture2D(frameSource, qt_TexCoord0);
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finalColor = mix(finalColor, frameColor.rgb, frameColor.a);"
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: "") +
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@@ -351,7 +354,7 @@ Item {
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Loader {
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id: terminalFrameLoader
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active: screenCurvature !== 0
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active: dynamicShader.displayTerminalFrame
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width: staticShader.width
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height: staticShader.height
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@@ -363,7 +366,7 @@ Item {
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visible: false
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format: ShaderEffectSource.RGBA
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NewTerminalFrame {
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TerminalFrame {
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id: terminalFrame
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blending: false
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anchors.fill: parent
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@@ -441,18 +444,9 @@ Item {
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(ambientLight !== 0 ? "
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uniform lowp float ambientLight;" : "") +
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"
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float min2(vec2 v) {
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return min(v.x, v.y);
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}
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float sum2(vec2 v) {
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return v.x + v.y;
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}
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float rgb2grey(vec3 v){
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return dot(v, vec3(0.21, 0.72, 0.04));
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}" +
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shaderLibrary.min2 +
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shaderLibrary.sum2 +
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shaderLibrary.rgb2grey +
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"vec3 convertWithChroma(vec3 inColor) {
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vec3 outColor = inColor;" +
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