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>
This commit is contained in:
Joerg Bornemann
2012-12-05 13:03:09 +01:00
committed by The Qt Project
parent 90c8ba233b
commit 6b4994c265
407 changed files with 216 additions and 271 deletions

View File

@@ -0,0 +1,68 @@
/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt Mobility Components.
**
** $QT_BEGIN_LICENSE:LGPL$
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** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
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****************************************************************************/
// Based on http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/
uniform float dividerValue;
uniform float gamma;
uniform float numColors;
uniform sampler2D source;
uniform lowp float qt_Opacity;
varying vec2 qt_TexCoord0;
void main()
{
vec2 uv = qt_TexCoord0.xy;
vec4 c = vec4(0.0);
if (uv.x < dividerValue) {
vec3 x = texture2D(source, uv).rgb;
x = pow(x, vec3(gamma, gamma, gamma));
x = x * numColors;
x = floor(x);
x = x / numColors;
x = pow(x, vec3(1.0/gamma));
c = vec4(x, 1.0);
} else {
c = texture2D(source, uv);
}
gl_FragColor = qt_Opacity * c;
}