Change-Id: Ib82c1be5548443ef1f5e97b3d5641a2f55d212af Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
72 lines
2.8 KiB
GLSL
72 lines
2.8 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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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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** $QT_END_LICENSE$
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**
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****************************************************************************/
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// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html
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uniform float dividerValue;
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const float step_w = 0.0015625;
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const float step_h = 0.0027778;
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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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vec2 uv = qt_TexCoord0.xy;
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vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb;
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vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb;
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vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb;
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vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb;
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vec3 t5 = texture2D(source, uv).rgb;
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vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb;
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vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb;
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vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb;
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vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb;
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vec3 rr = -4.0 * t1 - 4.0 * t2 - 4.0 * t4 + 12.0 * t5;
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float y = (rr.r + rr.g + rr.b) / 3.0;
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vec3 col = vec3(y, y, y) + 0.3;
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if (uv.x < dividerValue)
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gl_FragColor = qt_Opacity * vec4(col, 1.0);
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else
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gl_FragColor = qt_Opacity * texture2D(source, uv);
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}
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