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4 Commits
njhanley/a
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99a559fb04
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99a559fb04 | ||
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2bd9e0f59e | ||
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6754a0b949 | ||
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26a4f33dc5 |
@@ -58,7 +58,6 @@ int main(int argc, char *argv[])
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cout << " -p|--profile <prof> Run cool-retro-term with the given profile." << '\n';
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cout << " -p|--profile <prof> Run cool-retro-term with the given profile." << '\n';
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cout << " -h|--help Print this help." << '\n';
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cout << " -h|--help Print this help." << '\n';
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cout << " --verbose Print additional information such as profiles and settings." << '\n';
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cout << " --verbose Print additional information such as profiles and settings." << '\n';
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cout << " -v|--version Print the program name and version." << '\n';
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return 0;
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return 0;
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}
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}
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@@ -746,7 +746,7 @@ QtObject {
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loadCustomProfiles()
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loadCustomProfiles()
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var profileArgPosition = args.indexOf(/-p|--profile/)
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var profileArgPosition = args.indexOf("--profile")
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if (profileArgPosition !== -1) {
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if (profileArgPosition !== -1) {
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var profileIndex = getProfileIndexByName(
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var profileIndex = getProfileIndexByName(
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args[profileArgPosition + 1])
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args[profileArgPosition + 1])
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@@ -247,17 +247,6 @@ Item {
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" return outColor;
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" return outColor;
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}" +
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}" +
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//pseudo-random vector
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//https://stackoverflow.com/a/10625698
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"float random( vec2 p )
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{
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vec2 K1 = vec2(
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23.14069263277926, // e^pi (Gelfond's constant)
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2.665144142690225 // 2^sqrt(2) (Gelfond-Schneider constant)
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);
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return fract( cos( dot(p,K1) ) * 12345.6789 );
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}" +
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"void main() {" +
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"void main() {" +
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"float distance = length(cc);" +
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"float distance = length(cc);" +
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@@ -296,11 +285,7 @@ Item {
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: "") +
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: "") +
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(jitter !== 0 || staticNoise !== 0 ?
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(jitter !== 0 || staticNoise !== 0 ?
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"vec4 noiseTexel = texture2D(
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"vec4 noiseTexel = texture2D(noiseSource, scaleNoiseSize * coords + vec2(fract(time / 51.0), fract(time / 237.0)));"
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noiseSource, scaleNoiseSize * coords
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+ vec2(0.0, random(vec2(fract(time / 237.0), 822.9582)))
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+ vec2(fract(time / 31.0), fract(time / 177.0))
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);"
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: "") +
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: "") +
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(jitter !== 0 ? "
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(jitter !== 0 ? "
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@@ -87,7 +87,7 @@ ShaderEffect {
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float alpha = 0.0;
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float alpha = 0.0;
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float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
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float frameShadow = max2(positiveLog(-coords * frameShadowCoeff + vec2(1.0)) + positiveLog(coords * frameShadowCoeff - (vec2(frameShadowCoeff) - vec2(1.0))));
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frameShadow = clamp(sqrt(frameShadow), 0.0, 1.0);
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frameShadow = max(sqrt(frameShadow), 0.0);
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color *= frameShadow;
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color *= frameShadow;
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alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
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alpha = sum2(1.0 - step(vec2(0.0), coords) + step(vec2(1.0), coords));
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alpha = clamp(alpha, 0.0, 1.0);
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alpha = clamp(alpha, 0.0, 1.0);
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