Remove unused files: old UI, build scripts, fonts, test files

Remove old widget-based Python UI (replaced by QML), unused build
scripts, NL/variable/webfont variants, old shaders, PNG icons
(replaced by SVGs), and standalone test files. Add build.bat and
build.spec for the bootstrapper build system.
This commit is contained in:
Your Name
2026-02-18 22:25:04 +02:00
parent d509eb5efb
commit 02ef33023d
62 changed files with 131 additions and 1290 deletions

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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float time;
float aberration; // 0.0 to 1.0, controlled by Audio Amplitude
};
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
// 1. Calculate Distortion Offset based on Amplitude (aberration)
// We warp the UVs slightly away from center
vec2 uv = qt_TexCoord0;
vec2 dist = uv - 0.5;
// 2. Chromatic Aberration
// Red Channel shifts OUT
// Blue Channel shifts IN
float strength = aberration * 0.02; // Max shift 2% of texture size
vec2 rUV = uv + (dist * strength);
vec2 bUV = uv - (dist * strength);
// Sample texture? We don't have a texture input (source is empty Item), we are generating visuals.
// Wait, ShaderEffect usually works on sourceItem.
// Here we are generating NOISE on top of a gradient.
// So we apply Aberration to the NOISE function?
// Or do we want to aberrate the pixels UNDERNEATH?
// ShaderEffect with no source property renders purely procedural content.
// Let's create layered procedural noise with channel offsets
float nR = rand(rUV + vec2(time * 0.01, 0.0));
float nG = rand(uv + vec2(time * 0.01, 0.0)); // Green is anchor
float nB = rand(bUV + vec2(time * 0.01, 0.0));
// Also modulate alpha by aberration - higher volume = more intense grain?
// Or maybe just pure glitch.
vec4 grainColor = vec4(nR, nG, nB, 1.0);
// Mix it with opacity
fragColor = grainColor * qt_Opacity;
}

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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float time;
};
// High-quality pseudo-random function
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
// Dynamic Noise based on Time
// We add 'time' to the coordinate to animate the grain
float noise = rand(qt_TexCoord0 + vec2(time * 0.01, time * 0.02));
// Output grayscale noise with alpha modulation
// We want white noise, applied with qt_Opacity
fragColor = vec4(noise, noise, noise, 1.0) * qt_Opacity;
}

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