Important burn-in optimization. It is much lighter on resources.
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@@ -25,7 +25,7 @@ import "utils.js" as Utils
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ShaderEffect {
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property ShaderEffectSource source
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property ShaderEffectSource blurredSource
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property BurnInEffect burnInEffect
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property ShaderEffectSource bloomSource
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property ShaderEffectSource rasterizationSource
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@@ -33,7 +33,10 @@ ShaderEffect {
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property color backgroundColor: appSettings.backgroundColor
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property real bloom: appSettings.bloom * 2.0
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property ShaderEffectSource burnInSource: burnInEffect.source
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property real burnIn: appSettings.burnIn
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property real burnInLastUpdate: burnInEffect.lastUpdate
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property real burnInTime: burnInEffect.burnInFadeTime
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property real jitter: appSettings.jitter * 0.007
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property real staticNoise: appSettings.staticNoise
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@@ -63,12 +66,7 @@ ShaderEffect {
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property real dispY
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property size virtual_resolution
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TimeManager{
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id: timeManager
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enableTimer: terminalWindow.visible
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}
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property alias time: timeManager.time
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property real time: timeManager.time
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property ShaderEffectSource noiseSource: noiseShaderSource
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// If something goes wrong activate the fallback version of the shader.
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@@ -133,7 +131,7 @@ ShaderEffect {
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qt_TexCoord0.y = (qt_MultiTexCoord0.y - disp_top) / (1.0 - disp_top - disp_bottom);
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vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
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(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rgbShift !== 0) ?
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(!fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0) ?
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"vec4 initialNoiseTexel = texture2D(noiseSource, coords);"
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: "") +
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@@ -178,7 +176,9 @@ ShaderEffect {
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uniform highp sampler2D bloomSource;
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uniform lowp float bloom;" : "") +
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(burnIn !== 0 ? "
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uniform sampler2D blurredSource;" : "") +
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uniform sampler2D burnInSource;
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uniform highp float burnInLastUpdate;
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uniform highp float burnInTime;" : "") +
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(staticNoise !== 0 ? "
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uniform highp float staticNoise;" : "") +
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(((staticNoise !== 0 || jitter !== 0 || rbgShift)
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@@ -228,7 +228,7 @@ ShaderEffect {
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"float distance = length(cc);" +
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//FallBack if there are problems
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(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0) ?
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(fallBack && (flickering !== 0.0 || horizontalSync !== 0.0 || rbgShift !== 0.0) ?
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"vec2 initialCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));
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vec4 initialNoiseTexel = texture2D(noiseSource, initialCoords);"
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: "") +
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@@ -292,8 +292,9 @@ ShaderEffect {
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" : "") +
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(burnIn !== 0 ? "
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vec4 txt_blur = texture2D(blurredSource, txt_coords);
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txt_color = max(txt_color, txt_blur.rgb * txt_blur.a);"
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vec4 txt_blur = texture2D(burnInSource, txt_coords);
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float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
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txt_color = max(txt_color, txt_blur.rgb - vec3(blurDecay));"
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: "") +
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"txt_color += fontColor.rgb * color;" +
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