As in the past, to avoid rewriting various autotests that contain line-number information, an extra blank line has been inserted at the end of the license text to ensure that this commit does not change the total number of lines in the license header. Change-Id: I20e5215108c6ebd5f8474fed5c3665118e4791e6 Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
93 lines
3.7 KiB
GLSL
93 lines
3.7 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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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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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** 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, Nokia gives you certain additional
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** rights. These rights are described in the Nokia 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 General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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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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