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

@@ -5,8 +5,8 @@ import "../../utils.js" as Utils
Item{
id: framecontainer
property int textureWidth: terminalContainer.width / appSettings.window_scaling
property int textureHeight: terminalContainer.height / appSettings.window_scaling
property int textureWidth: terminalContainer.width / appSettings.windowScaling
property int textureHeight: terminalContainer.height / appSettings.windowScaling
property int addedWidth
property int addedHeight
@@ -105,12 +105,12 @@ Item{
id: staticLight
property alias source: framesource
property alias normals: framesourcenormals
property real screen_distorsion: appSettings.screen_distortion
property real screen_distorsion: appSettings.screenCurvature
property size curvature_coefficients: Qt.size(width / mainShader.width, height / mainShader.height)
property real ambient_light: appSettings.ambient_light
property color font_color: appSettings.font_color
property color background_color: appSettings.background_color
property color reflectionColor: Utils.mix(font_color, background_color, 0.2)
property real ambientLight: appSettings.ambientLight
property color fontColor: appSettings.fontColor
property color backgroundColor: appSettings.backgroundColor
property color reflectionColor: Utils.mix(fontColor, backgroundColor, 0.2)
property real diffuseComponent: staticDiffuseComponent
anchors.centerIn: parent
@@ -124,7 +124,7 @@ Item{
uniform highp sampler2D source;
uniform lowp float screen_distorsion;
uniform highp vec2 curvature_coefficients;
uniform lowp float ambient_light;
uniform lowp float ambientLight;
uniform highp float qt_Opacity;
uniform lowp vec4 reflectionColor;
uniform lowp float diffuseComponent;
@@ -151,7 +151,7 @@ Item{
float dotProd = dot(normal, vec3(lightDirection, 0.0)) * diffuseComponent * txtNormal.a;
vec3 darkColor = dotProd * reflectionColor.rgb;
gl_FragColor = vec4(mix(darkColor, txtColor.rgb, ambient_light), dotProd);
gl_FragColor = vec4(mix(darkColor, txtColor.rgb, ambientLight), dotProd);
}
"
@@ -174,8 +174,8 @@ Item{
property ShaderEffectSource lightMask: staticLightSource
property ShaderEffectSource reflectionSource: reflectionEffectSourceLoader.item
property real diffuseComponent: dinamycDiffuseComponent
property real chroma_color: appSettings.chroma_color
property color font_color: appSettings.font_color
property real chromaColor: appSettings.chromaColor
property color fontColor: appSettings.fontColor
visible: true
blending: true
@@ -184,8 +184,8 @@ Item{
uniform sampler2D lightMask;
uniform sampler2D reflectionSource;
uniform lowp float diffuseComponent;
uniform lowp float chroma_color;
uniform highp vec4 font_color;
uniform lowp float chromaColor;
uniform highp vec4 fontColor;
uniform highp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
@@ -197,9 +197,9 @@ Item{
void main() {
float alpha = texture2D(lightMask, qt_TexCoord0).a * diffuseComponent;
vec3 reflectionColor = texture2D(reflectionSource, qt_TexCoord0).rgb;
vec3 color = font_color.rgb * rgb2grey(reflectionColor);" +
(chroma_color !== 0 ?
"color = mix(color, font_color.rgb * reflectionColor, chroma_color);"
vec3 color = fontColor.rgb * rgb2grey(reflectionColor);" +
(chromaColor !== 0 ?
"color = mix(color, fontColor.rgb * reflectionColor, chromaColor);"
: "") +
"gl_FragColor = vec4(color, 1.0) * alpha;
}