Files
qtmultimedia/examples/video/qmlvideofx/shaders/tiltshift.fsh
Michael Goddard 2307825461 Fix some of the effects in qmlvideofx
* TiltShift was sometimes applying the effect in the wrong place.
* Blur had some QML properties duplicated
* Blur kernel wasn't quite summing to 1, and was applying opacity twice
* The target width for the second pass was incorrect, so it was blending
darkness, resulting in a dreary image.

Change-Id: Ib8ba93d979c597cf4d225b3d24d26a22d0cdffc2
Reviewed-by: Jonas Rabbe <jonas.rabbe@nokia.com>
2011-12-22 07:23:32 +01:00

76 lines
2.6 KiB
GLSL

/****************************************************************************
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// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html
uniform float dividerValue;
const float step_w = 0.0015625;
const float step_h = 0.0027778;
uniform sampler2D source;
uniform lowp float qt_Opacity;
varying vec2 qt_TexCoord0;
vec3 blur()
{
vec2 uv = qt_TexCoord0.xy;
float y = uv.y < 0.4 ? uv.y : 1.0 - uv.y;
float dist = 8.0 - 20.0 * y;
vec3 acc = vec3(0.0, 0.0, 0.0);
for (float y=-2.0; y<=2.0; ++y) {
for (float x=-2.0; x<=2.0; ++x) {
acc += texture2D(source, vec2(uv.x + dist * x * step_w, uv.y + 0.5 * dist * y * step_h)).rgb;
}
}
return acc / 25.0;
}
void main()
{
vec2 uv = qt_TexCoord0.xy;
vec3 col;
if (uv.x > dividerValue || (uv.y >= 0.4 && uv.y <= 0.6))
col = texture2D(source, uv).rgb;
else
col = blur();
gl_FragColor = qt_Opacity * vec4(col, 1.0);
}