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Add setting to retro terminal shader to enable drawing scanlines #3929
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Area-Rendering
Text rendering, emoji, complex glyph & font-fallback issues
Issue-Task
It's a feature request, but it doesn't really need a major design.
Product-Terminal
The new Windows Terminal.
Resolution-Fix-Committed
Fix is checked in, but it might be 3-4 weeks until a release.
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zadjii-msft
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Area-Rendering
Text rendering, emoji, complex glyph & font-fallback issues
Product-Terminal
The new Windows Terminal.
Issue-Task
It's a feature request, but it doesn't really need a major design.
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Dec 12, 2019
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It's a new issue that the core contributor team needs to triage at the next triage meeting
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Dec 12, 2019
zadjii-msft
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Needs-Triage
It's a new issue that the core contributor team needs to triage at the next triage meeting
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Dec 12, 2019
ghost
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Resolution-Fix-Committed
Fix is checked in, but it might be 3-4 weeks until a release.
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This issue has a related PR
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Dec 15, 2020
ghost
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Co-authored-by: mrange <[email protected]> I loved the pixel shaders in #7058, but that PR needed a bit of polish to be ready for ingestion. This PR is almost _exactly_ that PR, with some small changes. * It adds a new pre-profile setting `"experimental.pixelShaderPath"`, which lets the user set a pixel shader to use with the Terminal. - CHANGED FROM #7058: It does _not_ add any built-in shaders. - CHANGED FROM #7058: it will _override_ `experimental.retroTerminalEffect` * It adds a bunch of sample shaders in `samples/shaders`. Included: - A NOP shader as a base to build from. - An "invert" shader that inverts the colors, as a simple example - An "grayscale" shader that converts all colors to grayscale, as a simple example - An "raster bars" shader that draws some colored bars on the screen with a drop shadow, as a more involved example - The original retro terminal effects, as a more involved example - It also includes a broken shader, as an example of what heppens when the shader fails to compile - CHANGED FROM #7058: It does _not_ add the "retroII" shader we were all worried about. * When a shader fails to be found or fails to compile, we'll display an error dialog to the user with a relevant error message. - CHANGED FROM #7058: Originally, #7058 would display "error bars" on the screen. I've removed that, and had the Terminal disable the shader entirely then. * Renames the `toggleRetroEffect` action to `toggleShaderEffect`. (`toggleRetroEffect` is now an alias to `toggleShaderEffect`). This action will turn the shader OR the retro effects on/off. `toggleShaderEffect` works the way you'd expect it to, but the mental math on _how_ is a little weird. The logic is basically: ``` useShader = shaderEffectsEnabled ? (pixelShaderProvided ? pixelShader : (retroEffectEnabled ? retroEffect : null ) ) : null ``` and `toggleShaderEffect` toggles `shaderEffectsEnabled`. * If you've got both a shader and retro enabled, `toggleShaderEffect` will toggle between the shader on/off. * If you've got a shader and retro disabled, `toggleShaderEffect` will toggle between the shader on/off. References #6191 References #7058 Closes #7013 Closes #3930 "Add setting to retro terminal shader to control blur radius, color" Closes #3929 "Add setting to retro terminal shader to enable drawing scanlines" - At this point, just roll your own version of the shader.
mpela81
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Jan 28, 2021
Co-authored-by: mrange <[email protected]> I loved the pixel shaders in microsoft#7058, but that PR needed a bit of polish to be ready for ingestion. This PR is almost _exactly_ that PR, with some small changes. * It adds a new pre-profile setting `"experimental.pixelShaderPath"`, which lets the user set a pixel shader to use with the Terminal. - CHANGED FROM microsoft#7058: It does _not_ add any built-in shaders. - CHANGED FROM microsoft#7058: it will _override_ `experimental.retroTerminalEffect` * It adds a bunch of sample shaders in `samples/shaders`. Included: - A NOP shader as a base to build from. - An "invert" shader that inverts the colors, as a simple example - An "grayscale" shader that converts all colors to grayscale, as a simple example - An "raster bars" shader that draws some colored bars on the screen with a drop shadow, as a more involved example - The original retro terminal effects, as a more involved example - It also includes a broken shader, as an example of what heppens when the shader fails to compile - CHANGED FROM microsoft#7058: It does _not_ add the "retroII" shader we were all worried about. * When a shader fails to be found or fails to compile, we'll display an error dialog to the user with a relevant error message. - CHANGED FROM microsoft#7058: Originally, microsoft#7058 would display "error bars" on the screen. I've removed that, and had the Terminal disable the shader entirely then. * Renames the `toggleRetroEffect` action to `toggleShaderEffect`. (`toggleRetroEffect` is now an alias to `toggleShaderEffect`). This action will turn the shader OR the retro effects on/off. `toggleShaderEffect` works the way you'd expect it to, but the mental math on _how_ is a little weird. The logic is basically: ``` useShader = shaderEffectsEnabled ? (pixelShaderProvided ? pixelShader : (retroEffectEnabled ? retroEffect : null ) ) : null ``` and `toggleShaderEffect` toggles `shaderEffectsEnabled`. * If you've got both a shader and retro enabled, `toggleShaderEffect` will toggle between the shader on/off. * If you've got a shader and retro disabled, `toggleShaderEffect` will toggle between the shader on/off. References microsoft#6191 References microsoft#7058 Closes microsoft#7013 Closes microsoft#3930 "Add setting to retro terminal shader to control blur radius, color" Closes microsoft#3929 "Add setting to retro terminal shader to enable drawing scanlines" - At this point, just roll your own version of the shader.
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Labels
Area-Rendering
Text rendering, emoji, complex glyph & font-fallback issues
Issue-Task
It's a feature request, but it doesn't really need a major design.
Product-Terminal
The new Windows Terminal.
Resolution-Fix-Committed
Fix is checked in, but it might be 3-4 weeks until a release.
Follow-up from #3468.
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