Refactoring of build system and use of native executable instead of qmlscene.
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import QtQuick 2.2
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import QtGraphicalEffects 1.0
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ShaderEffect{
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property variant source: framesource
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property variant normals: framesourcenormals
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property real screen_distorsion: shadersettings.screen_distortion * framecontainer.distortionCoefficient
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property real ambient_light: shadersettings.ambient_light
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property color font_color: shadersettings.font_color
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property color background_color: shadersettings.background_color
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property real brightness: shadersettings.brightness * 1.5 + 0.5
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property bool frameReflections: shadersettings.frameReflections
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property variant lightSource: reflectionEffectSourceLoader.item
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property real chroma_color: shadersettings.chroma_color
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Loader{
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id: reflectionEffectLoader
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width: parent.width * 0.33
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height: parent.height * 0.33
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active: frameReflections
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sourceComponent: FastBlur{
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id: frameReflectionEffect
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radius: 128
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source: terminal.kterminal
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smooth: false
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}
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}
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Loader{
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id: reflectionEffectSourceLoader
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active: frameReflections
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sourceComponent: ShaderEffectSource{
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id: frameReflectionSource
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sourceItem: reflectionEffectLoader.item
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hideSource: true
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smooth: true
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}
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}
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blending: true
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fragmentShader: "
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uniform sampler2D source;
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uniform sampler2D normals;
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uniform highp float screen_distorsion;
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uniform highp float ambient_light;
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uniform highp float qt_Opacity;
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uniform lowp float chroma_color;" +
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(frameReflections ?
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"uniform sampler2D lightSource;" : "") + "
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uniform vec4 font_color;
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uniform vec4 background_color;
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varying lowp float brightness;
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varying highp vec2 qt_TexCoord0;
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vec2 distortCoordinates(vec2 coords){
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vec2 cc = coords - vec2(0.5);
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float dist = dot(cc, cc) * screen_distorsion;
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return (coords + cc * (1.0 + dist) * dist);
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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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void main(){
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vec2 coords = distortCoordinates(qt_TexCoord0);
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vec4 txt_color = texture2D(source, coords);
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vec4 txt_normal = texture2D(normals, coords);
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vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
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vec3 light_direction = normalize(vec3(0.5, 0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
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float dotProd = dot(normal, light_direction);" +
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(frameReflections ? "
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vec3 realLightColor = texture2D(lightSource, coords).rgb;
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float screenLight = rgb2grey(realLightColor);
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float clampedDotProd = clamp(dotProd, 0.05, 1.0);
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float diffuseReflection = clamp(screenLight * 1.5 * clampedDotProd, 0.0, 0.35);
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float reflectionAlpha = mix(1.0, 0.90, dotProd);
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vec3 lightColor = mix(font_color.rgb * screenLight, font_color.rgb * realLightColor, chroma_color);"
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: "
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float diffuseReflection = 0.0;
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float reflectionAlpha = 1.0;
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vec3 lightColor = font_color.rgb;") + "
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vec3 back_color = background_color.rgb * (0.2 + 0.5 * dotProd);
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vec3 front_color = lightColor * (0.05 + diffuseReflection);
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vec4 dark_color = vec4((back_color + front_color) * txt_normal.a, txt_normal.a * reflectionAlpha);
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gl_FragColor = mix(dark_color, txt_color, ambient_light);
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}"
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onStatusChanged: if (log) console.log(log) //Print warning messages
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}
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