Refactoting: change names in settings, and using camelCase for settings name.

This commit is contained in:
Filippo Scognamiglio
2014-12-23 18:13:34 +01:00
parent 9d5896b62c
commit 4d3c16fabc
13 changed files with 257 additions and 257 deletions

View File

@@ -26,33 +26,33 @@ ShaderEffect {
property ShaderEffectSource blurredSource
property ShaderEffectSource bloomSource
property color font_color: appSettings.font_color
property color background_color: appSettings.background_color
property real bloom_strength: appSettings.bloom_strength * 2.5
property color fontColor: appSettings.fontColor
property color backgroundColor: appSettings.backgroundColor
property real bloom: appSettings.bloom * 2.5
property real motion_blur: appSettings.motion_blur
property real burnIn: appSettings.burnIn
property real jitter: appSettings.jitter * 0.007
property real noise_strength: appSettings.noise_strength
property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.window_scaling * appSettings.fontScaling),
(height) / (noiseTexture.height * appSettings.window_scaling * appSettings.fontScaling))
property real staticNoise: appSettings.staticNoise
property size scaleNoiseSize: Qt.size((width) / (noiseTexture.width * appSettings.windowScaling * appSettings.fontScaling),
(height) / (noiseTexture.height * appSettings.windowScaling * appSettings.fontScaling))
property real screen_distorsion: appSettings.screen_distortion
property real glowing_line_strength: appSettings.glowing_line_strength
property real screen_distorsion: appSettings.screenCurvature
property real glowingLine: appSettings.glowingLine
property real chroma_color: appSettings.chroma_color;
property real chromaColor: appSettings.chromaColor;
property real rgb_shift: appSettings.rgb_shift * 0.2
property real rbgShift: appSettings.rbgShift * 0.2
property real brightness_flickering: appSettings.brightness_flickering
property real horizontal_sincronization: appSettings.horizontal_sincronization
property real flickering: appSettings.flickering
property real horizontalSync: appSettings.horizontalSync
property bool frameReflections: appSettings.frameReflections
property real disp_top: (frame.displacementTop * appSettings.window_scaling) / height
property real disp_bottom: (frame.displacementBottom * appSettings.window_scaling) / height
property real disp_left: (frame.displacementLeft * appSettings.window_scaling) / width
property real disp_right: (frame.displacementRight * appSettings.window_scaling) / width
property real disp_top: (frame.displacementTop * appSettings.windowScaling) / height
property real disp_bottom: (frame.displacementBottom * appSettings.windowScaling) / height
property real disp_left: (frame.displacementLeft * appSettings.windowScaling) / width
property real disp_right: (frame.displacementRight * appSettings.windowScaling) / width
property real screen_brightness: appSettings.brightness * 1.5 + 0.5
@@ -112,11 +112,11 @@ ShaderEffect {
(!fallBack ? "
uniform sampler2D noiseSource;" : "") +
(!fallBack && brightness_flickering !== 0.0 ?"
(!fallBack && flickering !== 0.0 ?"
varying lowp float brightness;
uniform lowp float brightness_flickering;" : "") +
(!fallBack && horizontal_sincronization !== 0.0 ?"
uniform lowp float horizontal_sincronization;
uniform lowp float flickering;" : "") +
(!fallBack && horizontalSync !== 0.0 ?"
uniform lowp float horizontalSync;
varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
@@ -126,16 +126,16 @@ ShaderEffect {
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 || horizontal_sincronization !== 0.0) ?
(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
: "") +
(!fallBack && brightness_flickering !== 0.0 ? "
brightness = 1.0 + (initialNoiseTexel.g - 0.5) * brightness_flickering;"
(!fallBack && flickering !== 0.0 ? "
brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
: "") +
(!fallBack && horizontal_sincronization !== 0.0 ? "
float randval = horizontal_sincronization - initialNoiseTexel.r;
distortionScale = step(0.0, randval) * randval * horizontal_sincronization;
(!fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSync - initialNoiseTexel.r;
distortionScale = step(0.0, randval) * randval * horizontalSync;
distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") +
@@ -148,50 +148,50 @@ ShaderEffect {
uniform highp float time;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 font_color;
uniform highp vec4 background_color;
uniform highp vec4 fontColor;
uniform highp vec4 backgroundColor;
uniform lowp float screen_brightness;
uniform highp vec2 virtual_resolution;
uniform highp float dispX;
uniform highp float dispY;" +
(bloom_strength !== 0 ? "
(bloom !== 0 ? "
uniform highp sampler2D bloomSource;
uniform lowp float bloom_strength;" : "") +
(motion_blur !== 0 ? "
uniform lowp float bloom;" : "") +
(burnIn !== 0 ? "
uniform sampler2D blurredSource;" : "") +
(noise_strength !== 0 ? "
uniform highp float noise_strength;" : "") +
(((noise_strength !== 0 || jitter !== 0 || rgb_shift)
||(fallBack && (brightness_flickering || horizontal_sincronization))) ? "
(staticNoise !== 0 ? "
uniform highp float staticNoise;" : "") +
(((staticNoise !== 0 || jitter !== 0 || rbgShift)
||(fallBack && (flickering || horizontalSync))) ? "
uniform lowp sampler2D noiseSource;
uniform highp vec2 scaleNoiseSize;" : "") +
(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;" : "") +
(glowingLine !== 0 ? "
uniform highp float glowingLine;" : "") +
(chromaColor !== 0 ? "
uniform lowp float chromaColor;" : "") +
(jitter !== 0 ? "
uniform lowp float jitter;" : "") +
(rgb_shift !== 0 ? "
uniform lowp float rgb_shift;" : "") +
(rbgShift !== 0 ? "
uniform lowp float rbgShift;" : "") +
(fallBack && horizontal_sincronization !== 0 ? "
uniform lowp float horizontal_sincronization;" : "") +
(fallBack && brightness_flickering !== 0.0 ?"
uniform lowp float brightness_flickering;" : "") +
(!fallBack && brightness_flickering !== 0 ? "
(fallBack && horizontalSync !== 0 ? "
uniform lowp float horizontalSync;" : "") +
(fallBack && flickering !== 0.0 ?"
uniform lowp float flickering;" : "") +
(!fallBack && flickering !== 0 ? "
varying lowp float brightness;"
: "") +
(!fallBack && horizontal_sincronization !== 0 ? "
(!fallBack && horizontalSync !== 0 ? "
varying lowp float distortionScale;
varying lowp float distortionFreq;" : "") +
(glowing_line_strength !== 0 ? "
(glowingLine !== 0 ? "
float randomPass(vec2 coords){
return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowing_line_strength;
return fract(smoothstep(-0.2, 0.0, coords.y - 3.0 * fract(time * 0.0001))) * glowingLine;
}" : "") +
"highp float getScanlineIntensity(vec2 coords) {
@@ -214,21 +214,21 @@ ShaderEffect {
"float distance = length(cc);" +
//FallBack if there are problems
(fallBack && (brightness_flickering !== 0.0 || horizontal_sincronization !== 0.0) ?
(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
: "") +
(fallBack && brightness_flickering !== 0.0 ? "
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * brightness_flickering;"
(fallBack && flickering !== 0.0 ? "
float brightness = 1.0 + (initialNoiseTexel.g - 0.5) * flickering;"
: "") +
(fallBack && horizontal_sincronization !== 0.0 ? "
float randval = horizontal_sincronization - initialNoiseTexel.r;
float distortionScale = step(0.0, randval) * randval * horizontal_sincronization;
(fallBack && horizontalSync !== 0.0 ? "
float randval = horizontalSync - initialNoiseTexel.r;
float distortionScale = step(0.0, randval) * randval * horizontalSync;
float distortionFreq = mix(4.0, 40.0, initialNoiseTexel.g);"
: "") +
(noise_strength ? "
float noise = noise_strength;" : "") +
(staticNoise ? "
float noise = staticNoise;" : "") +
(screen_distorsion !== 0 ? "
float distortion = dot(cc, cc) * screen_distorsion;
@@ -238,14 +238,14 @@ ShaderEffect {
"vec2 coords = staticCoords;" +
(horizontal_sincronization !== 0 ? "
(horizontalSync !== 0 ? "
float dst = sin((coords.y + time * 0.001) * distortionFreq);
coords.x += dst * distortionScale;" +
(noise_strength ? "
(staticNoise ? "
noise += distortionScale * 3.0;" : "")
: "") +
(jitter !== 0 || noise_strength !== 0 ?
(jitter !== 0 || staticNoise !== 0 ?
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
: "") +
@@ -256,54 +256,54 @@ ShaderEffect {
"float color = 0.0;" +
(noise_strength !== 0 ? "
(staticNoise !== 0 ? "
float noiseVal = noiseTexel.a;
color += noiseVal * noise * (1.0 - distance * 1.3);" : "") +
(glowing_line_strength !== 0 ? "
color += randomPass(coords) * glowing_line_strength;" : "") +
(glowingLine !== 0 ? "
color += randomPass(coords) * glowingLine;" : "") +
"vec3 txt_color = texture2D(source, txt_coords).rgb;" +
(motion_blur !== 0 ? "
(burnIn !== 0 ? "
vec4 txt_blur = texture2D(blurredSource, txt_coords);
txt_color = txt_color + txt_blur.rgb * txt_blur.a;"
: "") +
"float greyscale_color = rgb2grey(txt_color) + color;" +
(chroma_color !== 0 ?
(rgb_shift !== 0 ? "
(chromaColor !== 0 ?
(rbgShift !== 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;
float rcolor = texture2D(source, txt_coords + vec2(0.1, 0.0) * rbgShift * rgb_noise).r;
float bcolor = texture2D(source, txt_coords - vec2(0.1, 0.0) * rbgShift * 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 mixedColor = mix(fontColor.rgb, txt_color * fontColor.rgb, chromaColor);
vec3 finalBackColor = mix(backgroundColor.rgb, mixedColor, greyscale_color);
vec3 finalColor = mix(finalBackColor, fontColor.rgb, color).rgb;"
:
"vec3 finalColor = mix(background_color.rgb, font_color.rgb, greyscale_color);") +
"vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
"finalColor *= getScanlineIntensity(coords);" +
(bloom_strength !== 0 ?
(bloom !== 0 ?
"vec4 bloomFullColor = texture2D(bloomSource, coords);
vec3 bloomColor = bloomFullColor.rgb;
float bloomAlpha = bloomFullColor.a;" +
(chroma_color !== 0 ?
"bloomColor = font_color.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chroma_color);"
(chromaColor !== 0 ?
"bloomColor = fontColor.rgb * mix(vec3(rgb2grey(bloomColor)), bloomColor, chromaColor);"
:
"bloomColor = font_color.rgb * rgb2grey(bloomColor);") +
"finalColor += bloomColor * bloom_strength * bloomAlpha;"
"bloomColor = fontColor.rgb * rgb2grey(bloomColor);") +
"finalColor += bloomColor * bloom * bloomAlpha;"
: "") +
"finalColor *= smoothstep(-dispX, 0.0, staticCoords.x) - smoothstep(1.0, 1.0 + dispX, staticCoords.x);
finalColor *= smoothstep(-dispY, 0.0, staticCoords.y) - smoothstep(1.0, 1.0 + dispY, staticCoords.y);" +
(brightness_flickering !== 0 ? "
(flickering !== 0 ? "
finalColor *= brightness;" : "") +
"gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" +