12 Commits

Author SHA1 Message Date
Nick Hanley
bb4c7ddee6 Add short form of --profile to match documentation 2024-10-11 11:04:09 +02:00
4bc440e906 Merge pull request 'Document the --version option' (#706) from njhanley/document-version-option into master
Reviewed-on: #706
2024-10-11 11:03:07 +02:00
Nick Hanley
27b248d851 Document the --version option 2024-10-11 11:02:46 +02:00
e3c2e024bb Merge pull request 'Hide visible scrolling in background staticNoise' (#768) from aaronkollasch/random-static-noise into master
Reviewed-on: #768
2024-10-11 10:57:00 +02:00
Aaron Kollasch
b69610d7f3 Hide visible scrolling in static noise
Randomize vertical position of staticNoise texel and add to
existing scrolling of noise texture (both horizontal and vertical;
faster in vertical direction)
2024-10-11 10:56:16 +02:00
92a768d6f1 Merge pull request 'Terminal frame color customization and optional glossiness' (#760) from forestbeasts/bettergloss into master
Reviewed-on: #760
2024-10-11 10:53:47 +02:00
Frost
5ecd7d754d Add frame color/gloss to the default profiles 2024-10-11 10:52:41 +02:00
Frost
e3161f64f6 Add frame gloss setting
Lets you turn off the bright reflections.
2024-10-11 10:52:41 +02:00
Frost
5b0b091ab6 Add frame color setting
It's saved in the profile, and defaults to white.
2024-10-11 10:52:41 +02:00
Frost
4fdf28fb79 Add reflections to frame for better glossiness
I mean, it's how it works in the real world; it's added to the frame's base color, not occluded by the frame.
2024-10-11 10:52:41 +02:00
49213a1cf0 Merge pull request 'Fix visual bug on nvidia' (#859) from nvidia-patch into master
Reviewed-on: #859
2024-10-11 10:52:27 +02:00
e30db231f6 Fix visual bug on nvidia
https://gitlab.archlinux.org/archlinux/packaging/packages/cool-retro-term/-/blob/main/0001-nvidia-fix.patch?ref_type=heads
2024-10-11 10:52:01 +02:00
4 changed files with 19 additions and 3 deletions

View File

@@ -58,6 +58,7 @@ int main(int argc, char *argv[])
cout << " -p|--profile <prof> Run cool-retro-term with the given profile." << '\n'; cout << " -p|--profile <prof> Run cool-retro-term with the given profile." << '\n';
cout << " -h|--help Print this help." << '\n'; cout << " -h|--help Print this help." << '\n';
cout << " --verbose Print additional information such as profiles and settings." << '\n'; cout << " --verbose Print additional information such as profiles and settings." << '\n';
cout << " -v|--version Print the program name and version." << '\n';
return 0; return 0;
} }

View File

@@ -746,7 +746,7 @@ QtObject {
loadCustomProfiles() loadCustomProfiles()
var profileArgPosition = args.indexOf("--profile") var profileArgPosition = args.indexOf(/-p|--profile/)
if (profileArgPosition !== -1) { if (profileArgPosition !== -1) {
var profileIndex = getProfileIndexByName( var profileIndex = getProfileIndexByName(
args[profileArgPosition + 1]) args[profileArgPosition + 1])

View File

@@ -247,6 +247,17 @@ Item {
" return outColor; " return outColor;
}" + }" +
//pseudo-random vector
//https://stackoverflow.com/a/10625698
"float random( vec2 p )
{
vec2 K1 = vec2(
23.14069263277926, // e^pi (Gelfond's constant)
2.665144142690225 // 2^sqrt(2) (Gelfond-Schneider constant)
);
return fract( cos( dot(p,K1) ) * 12345.6789 );
}" +
"void main() {" + "void main() {" +
"vec2 cc = vec2(0.5) - qt_TexCoord0;" + "vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" + "float distance = length(cc);" +
@@ -285,7 +296,11 @@ Item {
: "") + : "") +
(jitter !== 0 || staticNoise !== 0 ? (jitter !== 0 || staticNoise !== 0 ?
"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));" "vec4 noiseTexel = texture2D(
noiseSource, scaleNoiseSize * coords
+ vec2(0.0, random(vec2(fract(time / 237.0), 822.9582)))
+ vec2(fract(time / 31.0), fract(time / 177.0))
);"
: "") + : "") +
(jitter !== 0 ? " (jitter !== 0 ? "

View File

@@ -87,7 +87,7 @@ ShaderEffect {
float alpha = 0.0; float alpha = 0.0;
float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0)))); float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
frameShadow = max(sqrt(frameShadow), 0.0); frameShadow = clamp(sqrt(frameShadow), 0.0, 1.0);
color *= frameShadow; color *= frameShadow;
alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords)); alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
alpha = clamp(alpha, 0.0, 1.0); alpha = clamp(alpha, 0.0, 1.0);