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/toon.fsh
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examples/multimedia/video/qmlvideofx/shaders/toon.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://www.geeks3d.com/20101029/shader-library-pixelation-post-processing-effect-glsl/
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uniform float dividerValue;
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uniform float threshold;
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uniform float resS;
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uniform float resT;
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uniform float magTol;
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uniform float quantize;
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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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void main()
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{
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vec4 color = vec4(1.0, 0.0, 0.0, 1.1);
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vec2 uv = qt_TexCoord0.xy;
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if (uv.x < dividerValue) {
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vec2 st = qt_TexCoord0.st;
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vec3 rgb = texture2D(source, st).rgb;
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vec2 stp0 = vec2(1.0/resS, 0.0);
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vec2 st0p = vec2(0.0 , 1.0/resT);
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vec2 stpp = vec2(1.0/resS, 1.0/resT);
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vec2 stpm = vec2(1.0/resS, -1.0/resT);
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float i00 = dot( texture2D(source, st).rgb, vec3(0.2125,0.7154,0.0721));
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float im1m1 = dot( texture2D(source, st-stpp).rgb, vec3(0.2125,0.7154,0.0721));
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float ip1p1 = dot( texture2D(source, st+stpp).rgb, vec3(0.2125,0.7154,0.0721));
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float im1p1 = dot( texture2D(source, st-stpm).rgb, vec3(0.2125,0.7154,0.0721));
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float ip1m1 = dot( texture2D(source, st+stpm).rgb, vec3(0.2125,0.7154,0.0721));
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float im10 = dot( texture2D(source, st-stp0).rgb, vec3(0.2125,0.7154,0.0721));
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float ip10 = dot( texture2D(source, st+stp0).rgb, vec3(0.2125,0.7154,0.0721));
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float i0m1 = dot( texture2D(source, st-st0p).rgb, vec3(0.2125,0.7154,0.0721));
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float i0p1 = dot( texture2D(source, st+st0p).rgb, vec3(0.2125,0.7154,0.0721));
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float h = -1.*im1p1 - 2.*i0p1 - 1.*ip1p1 + 1.*im1m1 + 2.*i0m1 + 1.*ip1m1;
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float v = -1.*im1m1 - 2.*im10 - 1.*im1p1 + 1.*ip1m1 + 2.*ip10 + 1.*ip1p1;
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float mag = sqrt(h*h + v*v);
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if (mag > magTol) {
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color = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else {
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rgb.rgb *= quantize;
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rgb.rgb += vec3(0.5, 0.5, 0.5);
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ivec3 irgb = ivec3(rgb.rgb);
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rgb.rgb = vec3(irgb) / quantize;
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color = vec4(rgb, 1.0);
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}
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} else {
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color = texture2D(source, uv);
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}
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gl_FragColor = qt_Opacity * color;
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}
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