Files
qtmultimedia/examples/multimedia/video/qmlvideofx/shaders/sobeledgedetection1.fsh
Antti Kokko bbfccc7135 Update copyright headers
Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.

Change-Id: I1c6faa4f59f8eca54f01ef20941fa60161dd7872
Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com>
2015-02-12 10:27:47 +00:00

76 lines
3.2 KiB
GLSL

/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies).
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Mobility Components.
**
** $QT_BEGIN_LICENSE:LGPL21$
** Commercial License Usage
** 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 The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/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 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/
// Based on "Graphics Shaders: Theory and Practice" (http://cgeducation.org/ShadersBook/)
uniform float dividerValue;
uniform float mixLevel;
uniform float resS;
uniform float resT;
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) {
vec2 st = qt_TexCoord0.st;
vec3 irgb = texture2D(source, st).rgb;
vec2 stp0 = vec2(1.0 / resS, 0.0);
vec2 st0p = vec2(0.0 , 1.0 / resT);
vec2 stpp = vec2(1.0 / resS, 1.0 / resT);
vec2 stpm = vec2(1.0 / resS, -1.0 / resT);
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
float i00 = dot(texture2D(source, st).rgb, W);
float im1m1 = dot(texture2D(source, st-stpp).rgb, W);
float ip1p1 = dot(texture2D(source, st+stpp).rgb, W);
float im1p1 = dot(texture2D(source, st-stpm).rgb, W);
float ip1m1 = dot(texture2D(source, st+stpm).rgb, W);
float im10 = dot(texture2D(source, st-stp0).rgb, W);
float ip10 = dot(texture2D(source, st+stp0).rgb, W);
float i0m1 = dot(texture2D(source, st-st0p).rgb, W);
float i0p1 = dot(texture2D(source, st+st0p).rgb, W);
float h = -1.0*im1p1 - 2.0*i0p1 - 1.0*ip1p1 + 1.0*im1m1 + 2.0*i0m1 + 1.0*ip1m1;
float v = -1.0*im1m1 - 2.0*im10 - 1.0*im1p1 + 1.0*ip1m1 + 2.0*ip10 + 1.0*ip1p1;
float mag = 1.0 - length(vec2(h, v));
vec3 target = vec3(mag, mag, mag);
c = vec4(target, 1.0);
} else {
c = texture2D(source, qt_TexCoord0);
}
gl_FragColor = qt_Opacity * c;
}