Resore frames functionalities.
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@@ -29,7 +29,6 @@ ShaderEffect {
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property variant bloomSource: terminal.bloomSource
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property variant rasterizationSource: terminal.rasterizationSource
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property variant noiseSource: terminal.staticNoiseSource
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property size txt_Size: Qt.size(frame.sourceRect.width, frame.sourceRect.height)
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property real bloom_strength: shadersettings.bloom_strength * 2.5
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property real jitter: shadersettings.jitter * 0.007
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@@ -47,10 +46,10 @@ ShaderEffect {
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property bool frameReflections: shadersettings.frameReflections
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property real disp_top: frame.item.displacementTop * shadersettings.window_scaling
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property real disp_bottom: frame.item.displacementBottom * shadersettings.window_scaling
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property real disp_left: frame.item.displacementLeft * shadersettings.window_scaling
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property real disp_right: frame.item.displacementRight * shadersettings.window_scaling
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property real disp_top: frame.item.displacementTop / height
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property real disp_bottom: frame.item.displacementBottom / height
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property real disp_left: frame.item.displacementLeft / width
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property real disp_right: frame.item.displacementRight / width
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property real screen_brightness: shadersettings.brightness * 1.5 + 0.5
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@@ -86,7 +85,11 @@ ShaderEffect {
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uniform highp mat4 qt_Matrix;
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uniform highp float time;
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uniform sampler2D randomFunctionSource;
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uniform highp vec2 txt_Size;
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uniform highp float disp_left;
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uniform highp float disp_right;
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uniform highp float disp_top;
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uniform highp float disp_bottom;
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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@@ -101,7 +104,8 @@ ShaderEffect {
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uniform lowp float horizontal_sincronization;" : "") +
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"
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;
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qt_TexCoord0.x = -disp_left + qt_MultiTexCoord0.x * (1.0 + disp_left + disp_right);
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qt_TexCoord0.y = -disp_top + qt_MultiTexCoord0.y * (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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(brightness_flickering !== 0.0 ? "
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brightness = 1.0 + (texture2D(randomFunctionSource, coords).g - 0.5) * brightness_flickering;"
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@@ -120,7 +124,6 @@ ShaderEffect {
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uniform sampler2D source;
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uniform highp float qt_Opacity;
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uniform highp float time;
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uniform highp vec2 txt_Size;
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varying highp vec2 qt_TexCoord0;
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uniform highp vec4 font_color;
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@@ -172,9 +175,9 @@ ShaderEffect {
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:"
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vec2 coords = qt_TexCoord0;") +
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(frameReflections ? "
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vec2 inside = step(0.0, coords) - step(1.0, coords);
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coords = abs(mod(floor(coords), 2.0) - fract(coords)) * clamp(inside.x + inside.y, 0.0, 1.0);" : "") +
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// (frameReflections ? "
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// vec2 inside = step(0.0, coords) - step(1.0, coords);
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// coords = abs(mod(floor(coords), 2.0) - fract(coords)) * clamp(inside.x + inside.y, 0.0, 1.0);" : "") +
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(horizontal_sincronization !== 0 ? "
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float h_distortion = 0.5 * sin(time*0.001 + coords.y*10.0*fract(time/10.0));
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