centralize and fixup example sources install targets
This follows suit with aeb036e in qtbase. Change-Id: Ie8580d0a1f38ab9858b0e44c9f99bdc552a1752a Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@digia.com> Reviewed-by: hjk <qthjk@ovi.com>
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examples/multimedia/video/qmlvideofx/shaders/pagecurl.fsh
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183
examples/multimedia/video/qmlvideofx/shaders/pagecurl.fsh
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/****************************************************************************
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**
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** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the Qt Mobility Components.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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// Based on http://rectalogic.github.com/webvfx/examples_2transition-shader-pagecurl_8html-example.html
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uniform float dividerValue;
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uniform float curlExtent;
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uniform sampler2D source;
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uniform lowp float qt_Opacity;
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varying vec2 qt_TexCoord0;
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const float minAmount = -0.16;
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const float maxAmount = 1.3;
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const float PI = 3.141592653589793;
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const float scale = 512.0;
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const float sharpness = 3.0;
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const vec4 bgColor = vec4(1.0, 1.0, 0.8, 1.0);
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float amount = curlExtent * (maxAmount - minAmount) + minAmount;
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float cylinderCenter = amount;
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// 360 degrees * amount
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float cylinderAngle = 2.0 * PI * amount;
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const float cylinderRadius = 1.0 / PI / 2.0;
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vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
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{
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float hitPoint = hitAngle / (2.0 * PI);
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point.y = hitPoint;
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return rrotation * point;
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}
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vec4 antiAlias(vec4 color1, vec4 color2, float distance)
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{
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distance *= scale;
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if (distance < 0.0) return color2;
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if (distance > 2.0) return color1;
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float dd = pow(1.0 - distance / 2.0, sharpness);
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return ((color2 - color1) * dd) + color1;
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}
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float distanceToEdge(vec3 point)
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{
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float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
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float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
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if (point.x < 0.0) dx = -point.x;
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if (point.x > 1.0) dx = point.x - 1.0;
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if (point.y < 0.0) dy = -point.y;
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if (point.y > 1.0) dy = point.y - 1.0;
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if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
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return min(dx, dy);
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}
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vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
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{
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float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
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vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
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if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
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return bgColor;
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if (yc > 0.0)
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return texture2D(source, p);
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vec4 color = texture2D(source, point.xy);
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vec4 tcolor = vec4(0.0);
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return antiAlias(color, tcolor, distanceToEdge(point));
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}
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vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
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{
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float shadow = distanceToEdge(point) * 30.0;
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shadow = (1.0 - shadow) / 3.0;
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if (shadow < 0.0)
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shadow = 0.0;
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else
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shadow *= amount;
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vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
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shadowColor.r -= shadow;
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shadowColor.g -= shadow;
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shadowColor.b -= shadow;
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return shadowColor;
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}
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vec4 backside(float yc, vec3 point)
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{
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vec4 color = texture2D(source, point.xy);
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float gray = (color.r + color.b + color.g) / 15.0;
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gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
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color.rgb = vec3(gray);
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return color;
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}
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void main(void)
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{
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const float angle = 30.0 * PI / 180.0;
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float c = cos(-angle);
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float s = sin(-angle);
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mat3 rotation = mat3(
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c, s, 0,
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-s, c, 0,
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0.12, 0.258, 1
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);
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c = cos(angle);
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s = sin(angle);
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mat3 rrotation = mat3(
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c, s, 0,
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-s, c, 0,
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0.15, -0.5, 1
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);
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vec3 point = rotation * vec3(qt_TexCoord0, 1.0);
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float yc = point.y - cylinderCenter;
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vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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if (yc < -cylinderRadius) {
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// See through to background
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color = bgColor;
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} else if (yc > cylinderRadius) {
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// Flat surface
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color = texture2D(source, qt_TexCoord0);
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} else {
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float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
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float hitAngleMod = mod(hitAngle, 2.0 * PI);
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if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) {
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color = seeThrough(yc, qt_TexCoord0, rotation, rrotation);
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} else {
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point = hitPoint(hitAngle, yc, point, rrotation);
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if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {
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color = seeThroughWithShadow(yc, qt_TexCoord0, point, rotation, rrotation);
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} else {
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color = backside(yc, point);
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vec4 otherColor;
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if (yc < 0.0) {
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float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
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shado *= pow(-yc / cylinderRadius, 3.0);
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shado *= 0.5;
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otherColor = vec4(0.0, 0.0, 0.0, shado);
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} else {
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otherColor = texture2D(source, qt_TexCoord0);
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}
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color = antiAlias(color, otherColor, cylinderRadius - abs(yc));
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// This second antialiasing step causes the shader to fail to render, on
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// Symbian devices (tested so far using IVE3.5). Running out of scratch
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// memory?
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}
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}
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}
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gl_FragColor = qt_Opacity * color;
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}
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