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-rw-r--r--src/effects/shaders_ng/brightnesscontrast.frag26
-rw-r--r--src/effects/shaders_ng/brightnesscontrast.frag.qsbbin2491 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/colorize.frag72
-rw-r--r--src/effects/shaders_ng/colorize.frag.qsbbin4482 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/coloroverlay.frag20
-rw-r--r--src/effects/shaders_ng/coloroverlay.frag.qsbbin1908 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/compile.bat77
-rw-r--r--src/effects/shaders_ng/conicalgradient_mask.frag25
-rw-r--r--src/effects/shaders_ng/conicalgradient_mask.frag.qsbbin2354 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/conicalgradient_nomask.frag23
-rw-r--r--src/effects/shaders_ng/conicalgradient_nomask.frag.qsbbin2143 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/desaturate.frag21
-rw-r--r--src/effects/shaders_ng/desaturate.frag.qsbbin1865 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/displace.frag39
-rw-r--r--src/effects/shaders_ng/displace.frag.qsbbin3270 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/fastblur.frag32
-rw-r--r--src/effects/shaders_ng/fastblur.frag.qsbbin2306 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/fastblur_internal.frag25
-rw-r--r--src/effects/shaders_ng/fastblur_internal.frag.qsbbin1863 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/fastblur_internal.vert27
-rw-r--r--src/effects/shaders_ng/fastblur_internal.vert.qsbbin2614 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/fastglow.frag40
-rw-r--r--src/effects/shaders_ng/fastglow.frag.qsbbin2944 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/gammaadjust.frag22
-rw-r--r--src/effects/shaders_ng/gammaadjust.frag.qsbbin1924 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/huesaturation.frag91
-rw-r--r--src/effects/shaders_ng/huesaturation.frag.qsbbin5549 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/leveladjust.frag47
-rw-r--r--src/effects/shaders_ng/leveladjust.frag.qsbbin3685 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/lineargradient.vert31
-rw-r--r--src/effects/shaders_ng/lineargradient.vert.qsbbin2474 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/lineargradient_mask.frag23
-rw-r--r--src/effects/shaders_ng/lineargradient_mask.frag.qsbbin1906 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/lineargradient_nomask.frag20
-rw-r--r--src/effects/shaders_ng/lineargradient_nomask.frag.qsbbin1621 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/opacitymask.frag19
-rw-r--r--src/effects/shaders_ng/opacitymask.frag.qsbbin1601 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/opacitymask_invert.frag19
-rw-r--r--src/effects/shaders_ng/opacitymask_invert.frag.qsbbin1643 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/radialgradient.vert39
-rw-r--r--src/effects/shaders_ng/radialgradient.vert.qsbbin2778 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/radialgradient_mask.frag25
-rw-r--r--src/effects/shaders_ng/radialgradient_mask.frag.qsbbin2187 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/radialgradient_nomask.frag23
-rw-r--r--src/effects/shaders_ng/radialgradient_nomask.frag.qsbbin1946 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/rectangularglow.frag30
-rw-r--r--src/effects/shaders_ng/rectangularglow.frag.qsbbin2274 -> 0 bytes
-rw-r--r--src/effects/shaders_ng/thresholdmask.frag23
-rw-r--r--src/effects/shaders_ng/thresholdmask.frag.qsbbin2028 -> 0 bytes
49 files changed, 0 insertions, 839 deletions
diff --git a/src/effects/shaders_ng/brightnesscontrast.frag b/src/effects/shaders_ng/brightnesscontrast.frag
deleted file mode 100644
index c9ae173..0000000
--- a/src/effects/shaders_ng/brightnesscontrast.frag
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float brightness;
- float contrast;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-void main()
-{
- vec4 pixelColor = texture(source, qt_TexCoord0);
- pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
- float c = 1.0 + contrast;
- float contrastGainFactor = 1.0 + c * c * c * c * step(0.0, contrast);
- pixelColor.rgb = ((pixelColor.rgb - 0.5) * (contrastGainFactor * contrast + 1.0)) + 0.5;
- pixelColor.rgb = mix(pixelColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
- fragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/brightnesscontrast.frag.qsb b/src/effects/shaders_ng/brightnesscontrast.frag.qsb
deleted file mode 100644
index 2fc9761..0000000
--- a/src/effects/shaders_ng/brightnesscontrast.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/colorize.frag b/src/effects/shaders_ng/colorize.frag
deleted file mode 100644
index a109a45..0000000
--- a/src/effects/shaders_ng/colorize.frag
+++ /dev/null
@@ -1,72 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float hue;
- float saturation;
- float lightness;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-float RGBtoL(vec3 color)
-{
- float cmin = min(color.r, min(color.g, color.b));
- float cmax = max(color.r, max(color.g, color.b));
- float l = (cmin + cmax) / 2.0;
- return l;
-}
-
-float hueToIntensity(float v1, float v2, float h)
-{
- h = fract(h);
- if (h < 1.0 / 6.0)
- return v1 + (v2 - v1) * 6.0 * h;
- else if (h < 1.0 / 2.0)
- return v2;
- else if (h < 2.0 / 3.0)
- return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
-
- return v1;
-}
-
-vec3 HSLtoRGB(vec3 color)
-{
- float h = color.x;
- float l = color.z;
- float s = color.y;
-
- if (s < 1.0 / 256.0)
- return vec3(l, l, l);
-
- float v1;
- float v2;
- if (l < 0.5)
- v2 = l * (1.0 + s);
- else
- v2 = (l + s) - (s * l);
-
- v1 = 2.0 * l - v2;
-
- float d = 1.0 / 3.0;
- float r = hueToIntensity(v1, v2, h + d);
- float g = hueToIntensity(v1, v2, h);
- float b = hueToIntensity(v1, v2, h - d);
- return vec3(r, g, b);
-}
-
-void main()
-{
- vec4 samp = texture(source, qt_TexCoord0);
- samp = vec4(samp.rgb / max(1.0/256.0, samp.a), samp.a);
- float light = RGBtoL(samp.rgb);
- float c = step(0.0, lightness);
- samp.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
- fragColor = vec4(samp.rgb * samp.a, samp.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/colorize.frag.qsb b/src/effects/shaders_ng/colorize.frag.qsb
deleted file mode 100644
index eb55cb3..0000000
--- a/src/effects/shaders_ng/colorize.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/coloroverlay.frag b/src/effects/shaders_ng/coloroverlay.frag
deleted file mode 100644
index 5ec1666..0000000
--- a/src/effects/shaders_ng/coloroverlay.frag
+++ /dev/null
@@ -1,20 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec4 color;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-void main()
-{
- vec4 pixelColor = texture(source, qt_TexCoord0);
- fragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/coloroverlay.frag.qsb b/src/effects/shaders_ng/coloroverlay.frag.qsb
deleted file mode 100644
index e1eb955..0000000
--- a/src/effects/shaders_ng/coloroverlay.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/compile.bat b/src/effects/shaders_ng/compile.bat
deleted file mode 100644
index 9eafc03..0000000
--- a/src/effects/shaders_ng/compile.bat
+++ /dev/null
@@ -1,77 +0,0 @@
-:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-::
-:: Copyright (C) 2020 The Qt Company Ltd.
-:: Contact: https://www.qt.io/licensing/
-::
-:: This file is part of the Qt Graphical Effects module of the Qt Toolkit.
-::
-:: $QT_BEGIN_LICENSE:BSD$
-:: 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 https://www.qt.io/terms-conditions. For further
-:: information use the contact form at https://www.qt.io/contact-us.
-::
-:: BSD License Usage
-:: Alternatively, you may use this file under the terms of the BSD license
-:: as follows:
-::
-:: "Redistribution and use in source and binary forms, with or without
-:: modification, are permitted provided that the following conditions are
-:: met:
-:: * Redistributions of source code must retain the above copyright
-:: notice, this list of conditions and the following disclaimer.
-:: * Redistributions in binary form must reproduce the above copyright
-:: notice, this list of conditions and the following disclaimer in
-:: the documentation and/or other materials provided with the
-:: distribution.
-:: * Neither the name of The Qt Company Ltd nor the names of its
-:: contributors may be used to endorse or promote products derived
-:: from this software without specific prior written permission.
-::
-::
-:: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-:: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-:: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-:: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-:: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-:: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-:: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-:: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-:: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-:: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-:: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-::
-:: $QT_END_LICENSE$
-::
-::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::/
-
-:: For HLSL we invoke fxc.exe (-c argument) and store the resulting intermediate format
-:: instead of HLSL source, so this needs to be run on Windows from a developer command prompt.
-
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o opacitymask.frag.qsb opacitymask.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o opacitymask_invert.frag.qsb opacitymask_invert.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o fastblur.frag.qsb fastblur.frag
-qsb -b --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o fastblur_internal.vert.qsb fastblur_internal.vert
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o fastblur_internal.frag.qsb fastblur_internal.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o fastglow.frag.qsb fastglow.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o colorize.frag.qsb colorize.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o brightnesscontrast.frag.qsb brightnesscontrast.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o coloroverlay.frag.qsb coloroverlay.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o desaturate.frag.qsb desaturate.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o displace.frag.qsb displace.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o gammaadjust.frag.qsb gammaadjust.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o huesaturation.frag.qsb huesaturation.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o rectangularglow.frag.qsb rectangularglow.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o thresholdmask.frag.qsb thresholdmask.frag
-qsb -b --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o lineargradient.vert.qsb lineargradient.vert
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o lineargradient_nomask.frag.qsb lineargradient_nomask.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o lineargradient_mask.frag.qsb lineargradient_mask.frag
-qsb -b --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o radialgradient.vert.qsb radialgradient.vert
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o radialgradient_nomask.frag.qsb radialgradient_nomask.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o radialgradient_mask.frag.qsb radialgradient_mask.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o conicalgradient_nomask.frag.qsb conicalgradient_nomask.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o conicalgradient_mask.frag.qsb conicalgradient_mask.frag
-qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o leveladjust.frag.qsb leveladjust.frag
diff --git a/src/effects/shaders_ng/conicalgradient_mask.frag b/src/effects/shaders_ng/conicalgradient_mask.frag
deleted file mode 100644
index 5c1f2ed..0000000
--- a/src/effects/shaders_ng/conicalgradient_mask.frag
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 center;
- float startAngle;
-};
-
-layout(binding = 1) uniform sampler2D gradientSource;
-layout(binding = 2) uniform sampler2D maskSource;
-
-void main()
-{
- float maskAlpha = texture(maskSource, qt_TexCoord0).a;
- const float PI = 3.14159265;
- const float PIx2inv = 0.1591549;
- float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
- fragColor = texture(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/conicalgradient_mask.frag.qsb b/src/effects/shaders_ng/conicalgradient_mask.frag.qsb
deleted file mode 100644
index f0ce8e7..0000000
--- a/src/effects/shaders_ng/conicalgradient_mask.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/conicalgradient_nomask.frag b/src/effects/shaders_ng/conicalgradient_nomask.frag
deleted file mode 100644
index b63d7e6..0000000
--- a/src/effects/shaders_ng/conicalgradient_nomask.frag
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 center;
- float startAngle;
-};
-
-layout(binding = 1) uniform sampler2D gradientSource;
-
-void main()
-{
- const float PI = 3.14159265;
- const float PIx2inv = 0.1591549;
- float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
- fragColor = texture(gradientSource, vec2(0.0, fract(a))) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/conicalgradient_nomask.frag.qsb b/src/effects/shaders_ng/conicalgradient_nomask.frag.qsb
deleted file mode 100644
index d074e61..0000000
--- a/src/effects/shaders_ng/conicalgradient_nomask.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/desaturate.frag b/src/effects/shaders_ng/desaturate.frag
deleted file mode 100644
index b54b3ac..0000000
--- a/src/effects/shaders_ng/desaturate.frag
+++ /dev/null
@@ -1,21 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float desaturation;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-void main(void)
-{
- vec4 textureColor = texture(source, qt_TexCoord0.st);
- float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0;
- fragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/desaturate.frag.qsb b/src/effects/shaders_ng/desaturate.frag.qsb
deleted file mode 100644
index 8a0b4da..0000000
--- a/src/effects/shaders_ng/desaturate.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/displace.frag b/src/effects/shaders_ng/displace.frag
deleted file mode 100644
index df6bc78..0000000
--- a/src/effects/shaders_ng/displace.frag
+++ /dev/null
@@ -1,39 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float displacement;
- float xPixel;
- float yPixel;
-};
-
-layout(binding = 1) uniform sampler2D source;
-layout(binding = 2) uniform sampler2D displacementSource;
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- vec4 offset = texture(displacementSource, qt_TexCoord0);
- offset.xy -= vec2(0.5, 0.5);
- offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
- vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);
-
- float e1 = linearstep(0.0, xPixel, tx.x);
- float e2 = linearstep(0.0, yPixel, tx.y);
- float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
- float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);
-
- vec4 samp = texture(source, tx);
- samp.rgb *= e1 * e2 * e3 * e4;
- fragColor = samp * qt_Opacity * offset.a;
-}
diff --git a/src/effects/shaders_ng/displace.frag.qsb b/src/effects/shaders_ng/displace.frag.qsb
deleted file mode 100644
index 3c3656c..0000000
--- a/src/effects/shaders_ng/displace.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/fastblur.frag b/src/effects/shaders_ng/fastblur.frag
deleted file mode 100644
index 6e2ca14..0000000
--- a/src/effects/shaders_ng/fastblur.frag
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float weight1;
- float weight2;
- float weight3;
- float weight4;
- float weight5;
-};
-
-layout(binding = 1) uniform sampler2D source1;
-layout(binding = 2) uniform sampler2D source2;
-layout(binding = 3) uniform sampler2D source3;
-layout(binding = 4) uniform sampler2D source4;
-layout(binding = 5) uniform sampler2D source5;
-
-void main()
-{
- vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1;
- sourceColor += texture(source2, qt_TexCoord0) * weight2;
- sourceColor += texture(source3, qt_TexCoord0) * weight3;
- sourceColor += texture(source4, qt_TexCoord0) * weight4;
- sourceColor += texture(source5, qt_TexCoord0) * weight5;
- fragColor = sourceColor * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/fastblur.frag.qsb b/src/effects/shaders_ng/fastblur.frag.qsb
deleted file mode 100644
index 24c623a..0000000
--- a/src/effects/shaders_ng/fastblur.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/fastblur_internal.frag b/src/effects/shaders_ng/fastblur_internal.frag
deleted file mode 100644
index 7a608de..0000000
--- a/src/effects/shaders_ng/fastblur_internal.frag
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 1) in vec2 qt_TexCoord1;
-layout(location = 2) in vec2 qt_TexCoord2;
-layout(location = 3) in vec2 qt_TexCoord3;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float xStep;
- float yStep;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-void main()
-{
- vec4 sourceColor = (texture(source, qt_TexCoord0) +
- texture(source, qt_TexCoord1) +
- texture(source, qt_TexCoord2) +
- texture(source, qt_TexCoord3)) * 0.25;
- fragColor = sourceColor * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/fastblur_internal.frag.qsb b/src/effects/shaders_ng/fastblur_internal.frag.qsb
deleted file mode 100644
index fd439c8..0000000
--- a/src/effects/shaders_ng/fastblur_internal.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/fastblur_internal.vert b/src/effects/shaders_ng/fastblur_internal.vert
deleted file mode 100644
index e9a14b0..0000000
--- a/src/effects/shaders_ng/fastblur_internal.vert
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 440
-
-layout(location = 0) in vec4 qt_Vertex;
-layout(location = 1) in vec2 qt_MultiTexCoord0;
-
-layout(location = 0) out vec2 qt_TexCoord0;
-layout(location = 1) out vec2 qt_TexCoord1;
-layout(location = 2) out vec2 qt_TexCoord2;
-layout(location = 3) out vec2 qt_TexCoord3;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- float xStep;
- float yStep;
-};
-
-out gl_PerVertex { vec4 gl_Position; };
-
-void main()
-{
- qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
- qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
- qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
- qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
- gl_Position = qt_Matrix * qt_Vertex;
-}
diff --git a/src/effects/shaders_ng/fastblur_internal.vert.qsb b/src/effects/shaders_ng/fastblur_internal.vert.qsb
deleted file mode 100644
index 96781b8..0000000
--- a/src/effects/shaders_ng/fastblur_internal.vert.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/fastglow.frag b/src/effects/shaders_ng/fastglow.frag
deleted file mode 100644
index fa19239..0000000
--- a/src/effects/shaders_ng/fastglow.frag
+++ /dev/null
@@ -1,40 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec4 color;
- float spread;
- float weight1;
- float weight2;
- float weight3;
- float weight4;
- float weight5;
-};
-
-layout(binding = 1) uniform sampler2D source1;
-layout(binding = 2) uniform sampler2D source2;
-layout(binding = 3) uniform sampler2D source3;
-layout(binding = 4) uniform sampler2D source4;
-layout(binding = 5) uniform sampler2D source5;
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1;
- sourceColor += texture(source2, qt_TexCoord0) * weight2;
- sourceColor += texture(source3, qt_TexCoord0) * weight3;
- sourceColor += texture(source4, qt_TexCoord0) * weight4;
- sourceColor += texture(source5, qt_TexCoord0) * weight5;
- sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a));
- fragColor = sourceColor * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/fastglow.frag.qsb b/src/effects/shaders_ng/fastglow.frag.qsb
deleted file mode 100644
index d78cd6d..0000000
--- a/src/effects/shaders_ng/fastglow.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/gammaadjust.frag b/src/effects/shaders_ng/gammaadjust.frag
deleted file mode 100644
index 0a1175a..0000000
--- a/src/effects/shaders_ng/gammaadjust.frag
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float gamma;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-void main()
-{
- vec4 originalColor = texture(source, qt_TexCoord0.st);
- originalColor.rgb = originalColor.rgb / max(1.0/256.0, originalColor.a);
- vec3 adjustedColor = pow(originalColor.rgb, vec3(gamma));
- fragColor = vec4(adjustedColor * originalColor.a, originalColor.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/gammaadjust.frag.qsb b/src/effects/shaders_ng/gammaadjust.frag.qsb
deleted file mode 100644
index 40ab6c1..0000000
--- a/src/effects/shaders_ng/gammaadjust.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/huesaturation.frag b/src/effects/shaders_ng/huesaturation.frag
deleted file mode 100644
index 0b1e10e..0000000
--- a/src/effects/shaders_ng/huesaturation.frag
+++ /dev/null
@@ -1,91 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec3 hsl;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-vec3 RGBtoHSL(vec3 color)
-{
- float cmin = min(color.r, min(color.g, color.b));
- float cmax = max(color.r, max(color.g, color.b));
- float h = 0.0;
- float s = 0.0;
- float l = (cmin + cmax) / 2.0;
- float diff = cmax - cmin;
-
- if (diff > 1.0 / 256.0) {
- if (l < 0.5)
- s = diff / (cmin + cmax);
- else
- s = diff / (2.0 - (cmin + cmax));
-
- if (color.r == cmax)
- h = (color.g - color.b) / diff;
- else if (color.g == cmax)
- h = 2.0 + (color.b - color.r) / diff;
- else
- h = 4.0 + (color.r - color.g) / diff;
-
- h /= 6.0;
- }
- return vec3(h, s, l);
-}
-
-float hueToIntensity(float v1, float v2, float h)
-{
- h = fract(h);
- if (h < 1.0 / 6.0)
- return v1 + (v2 - v1) * 6.0 * h;
- else if (h < 1.0 / 2.0)
- return v2;
- else if (h < 2.0 / 3.0)
- return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
-
- return v1;
-}
-
-vec3 HSLtoRGB(vec3 color)
-{
- float h = color.x;
- float l = color.z;
- float s = color.y;
-
- if (s < 1.0 / 256.0)
- return vec3(l);
-
- float v1;
- float v2;
- if (l < 0.5)
- v2 = l * (1.0 + s);
- else
- v2 = (l + s) - (s * l);
-
- v1 = 2.0 * l - v2;
-
- float d = 1.0 / 3.0;
- float r = hueToIntensity(v1, v2, h + d);
- float g = hueToIntensity(v1, v2, h);
- float b = hueToIntensity(v1, v2, h - d);
- return vec3(r, g, b);
-}
-
-void main()
-{
- vec4 samp = texture(source, qt_TexCoord0);
- samp = vec4(samp.rgb / max(1.0/256.0, samp.a), samp.a);
- samp.rgb = mix(vec3(dot(samp.rgb, vec3(0.2125, 0.7154, 0.0721))), samp.rgb, 1.0 + hsl.y);
- samp.xyz = RGBtoHSL(samp.rgb);
- samp.rgb = HSLtoRGB(vec3(samp.x + hsl.x, samp.y, samp.z));
- float c = step(0.0, hsl.z);
- samp.rgb = mix(samp.rgb, vec3(c), abs(hsl.z));
- fragColor = vec4(samp.rgb * samp.a, samp.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/huesaturation.frag.qsb b/src/effects/shaders_ng/huesaturation.frag.qsb
deleted file mode 100644
index 028a8b8..0000000
--- a/src/effects/shaders_ng/huesaturation.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/leveladjust.frag b/src/effects/shaders_ng/leveladjust.frag
deleted file mode 100644
index d8cde59..0000000
--- a/src/effects/shaders_ng/leveladjust.frag
+++ /dev/null
@@ -1,47 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec3 minimumInputRGB;
- vec3 maximumInputRGB;
- float minimumInputAlpha;
- float maximumInputAlpha;
- vec3 minimumOutputRGB;
- vec3 maximumOutputRGB;
- float minimumOutputAlpha;
- float maximumOutputAlpha;
- vec3 gamma;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- vec4 textureColor = texture(source, qt_TexCoord0.st);
- vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);
-
- color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
- color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
- color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
- color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);
-
- color.rgb = pow(color.rgb, gamma);
-
- color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
- color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
- color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
- color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);
-
- fragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/leveladjust.frag.qsb b/src/effects/shaders_ng/leveladjust.frag.qsb
deleted file mode 100644
index fad450d..0000000
--- a/src/effects/shaders_ng/leveladjust.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/lineargradient.vert b/src/effects/shaders_ng/lineargradient.vert
deleted file mode 100644
index cd8f8a8..0000000
--- a/src/effects/shaders_ng/lineargradient.vert
+++ /dev/null
@@ -1,31 +0,0 @@
-#version 440
-
-layout(location = 0) in vec4 qt_Vertex;
-layout(location = 1) in vec2 qt_MultiTexCoord0;
-
-layout(location = 0) out vec2 qt_TexCoord0;
-layout(location = 1) out vec2 qt_TexCoord1;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 startPoint;
- vec2 matrixData;
- float l;
-};
-
-out gl_PerVertex { vec4 gl_Position; };
-
-void main()
-{
- mat2 rot = mat2(matrixData.y, -matrixData.x,
- matrixData.x, matrixData.y);
-
- qt_TexCoord0 = qt_MultiTexCoord0;
-
- qt_TexCoord1 = qt_MultiTexCoord0 * l;
- qt_TexCoord1 -= startPoint * l;
- qt_TexCoord1 *= rot;
-
- gl_Position = qt_Matrix * qt_Vertex;
-}
diff --git a/src/effects/shaders_ng/lineargradient.vert.qsb b/src/effects/shaders_ng/lineargradient.vert.qsb
deleted file mode 100644
index 475ace8..0000000
--- a/src/effects/shaders_ng/lineargradient.vert.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/lineargradient_mask.frag b/src/effects/shaders_ng/lineargradient_mask.frag
deleted file mode 100644
index dda85d7..0000000
--- a/src/effects/shaders_ng/lineargradient_mask.frag
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 1) in vec2 qt_TexCoord1;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 startPoint;
- vec2 matrixData;
- float l;
-};
-
-layout(binding = 1) uniform sampler2D source;
-layout(binding = 2) uniform sampler2D maskSource;
-
-void main()
-{
- vec4 gradientColor = texture(source, qt_TexCoord1);
- float maskAlpha = texture(maskSource, qt_TexCoord0).a;
- fragColor = gradientColor * maskAlpha * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/lineargradient_mask.frag.qsb b/src/effects/shaders_ng/lineargradient_mask.frag.qsb
deleted file mode 100644
index 1e99b35..0000000
--- a/src/effects/shaders_ng/lineargradient_mask.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/lineargradient_nomask.frag b/src/effects/shaders_ng/lineargradient_nomask.frag
deleted file mode 100644
index be1d992..0000000
--- a/src/effects/shaders_ng/lineargradient_nomask.frag
+++ /dev/null
@@ -1,20 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 1) in vec2 qt_TexCoord1;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 startPoint;
- vec2 matrixData;
- float l;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-void main()
-{
- fragColor = texture(source, qt_TexCoord1) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/lineargradient_nomask.frag.qsb b/src/effects/shaders_ng/lineargradient_nomask.frag.qsb
deleted file mode 100644
index 99c479c..0000000
--- a/src/effects/shaders_ng/lineargradient_nomask.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/opacitymask.frag b/src/effects/shaders_ng/opacitymask.frag
deleted file mode 100644
index 94a80b8..0000000
--- a/src/effects/shaders_ng/opacitymask.frag
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
-};
-
-layout(binding = 1) uniform sampler2D source;
-layout(binding = 2) uniform sampler2D maskSource;
-
-void main()
-{
- fragColor = texture(source, qt_TexCoord0.st) * (texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/opacitymask.frag.qsb b/src/effects/shaders_ng/opacitymask.frag.qsb
deleted file mode 100644
index cef12b4..0000000
--- a/src/effects/shaders_ng/opacitymask.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/opacitymask_invert.frag b/src/effects/shaders_ng/opacitymask_invert.frag
deleted file mode 100644
index 2506bdb..0000000
--- a/src/effects/shaders_ng/opacitymask_invert.frag
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
-};
-
-layout(binding = 1) uniform sampler2D source;
-layout(binding = 2) uniform sampler2D maskSource;
-
-void main()
-{
- fragColor = texture(source, qt_TexCoord0.st) * (1.0 - texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/opacitymask_invert.frag.qsb b/src/effects/shaders_ng/opacitymask_invert.frag.qsb
deleted file mode 100644
index b622ff9..0000000
--- a/src/effects/shaders_ng/opacitymask_invert.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/radialgradient.vert b/src/effects/shaders_ng/radialgradient.vert
deleted file mode 100644
index 27dd88a..0000000
--- a/src/effects/shaders_ng/radialgradient.vert
+++ /dev/null
@@ -1,39 +0,0 @@
-#version 440
-
-layout(location = 0) in vec4 qt_Vertex;
-layout(location = 1) in vec2 qt_MultiTexCoord0;
-
-layout(location = 0) out vec2 qt_TexCoord0;
-layout(location = 1) out vec2 qt_TexCoord1;
-layout(location = 2) out vec2 centerPoint;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 center;
- vec2 matrixData;
- float horizontalRatio;
- float verticalRatio;
-};
-
-out gl_PerVertex { vec4 gl_Position; };
-
-void main()
-{
- vec2 ratio = vec2(horizontalRatio, verticalRatio);
-
- mat2 rot = mat2(matrixData.y, -matrixData.x,
- matrixData.x, matrixData.y);
-
- qt_TexCoord0 = qt_MultiTexCoord0;
-
- qt_TexCoord1 = qt_MultiTexCoord0;
- qt_TexCoord1 -= center;
- qt_TexCoord1 *= rot;
- qt_TexCoord1 += center;
- qt_TexCoord1 *= ratio;
-
- centerPoint = center * ratio;
-
- gl_Position = qt_Matrix * qt_Vertex;
-}
diff --git a/src/effects/shaders_ng/radialgradient.vert.qsb b/src/effects/shaders_ng/radialgradient.vert.qsb
deleted file mode 100644
index 38961b8..0000000
--- a/src/effects/shaders_ng/radialgradient.vert.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/radialgradient_mask.frag b/src/effects/shaders_ng/radialgradient_mask.frag
deleted file mode 100644
index b67d67f..0000000
--- a/src/effects/shaders_ng/radialgradient_mask.frag
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 1) in vec2 qt_TexCoord1;
-layout(location = 2) in vec2 centerPoint;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 center;
- vec2 matrixData;
- float horizontalRatio;
- float verticalRatio;
-};
-
-layout(binding = 1) uniform sampler2D gradientImage;
-layout(binding = 2) uniform sampler2D maskSource;
-
-void main()
-{
- vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
- float maskAlpha = texture(maskSource, qt_TexCoord0).a;
- fragColor = gradientColor * maskAlpha * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/radialgradient_mask.frag.qsb b/src/effects/shaders_ng/radialgradient_mask.frag.qsb
deleted file mode 100644
index 8606a67..0000000
--- a/src/effects/shaders_ng/radialgradient_mask.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/radialgradient_nomask.frag b/src/effects/shaders_ng/radialgradient_nomask.frag
deleted file mode 100644
index 777d53d..0000000
--- a/src/effects/shaders_ng/radialgradient_nomask.frag
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 1) in vec2 qt_TexCoord1;
-layout(location = 2) in vec2 centerPoint;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- mat4 qt_Matrix;
- float qt_Opacity;
- vec2 center;
- vec2 matrixData;
- float horizontalRatio;
- float verticalRatio;
-};
-
-layout(binding = 1) uniform sampler2D gradientImage;
-
-void main()
-{
- vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
- fragColor = gradientColor * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/radialgradient_nomask.frag.qsb b/src/effects/shaders_ng/radialgradient_nomask.frag.qsb
deleted file mode 100644
index 1df3ebc..0000000
--- a/src/effects/shaders_ng/radialgradient_nomask.frag.qsb
+++ /dev/null
Binary files differ
diff --git a/src/effects/shaders_ng/rectangularglow.frag b/src/effects/shaders_ng/rectangularglow.frag
deleted file mode 100644
index cf20b93..0000000
--- a/src/effects/shaders_ng/rectangularglow.frag
+++ /dev/null
@@ -1,30 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec4 color;
- float relativeSizeX;
- float relativeSizeY;
- float spread;
-};
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- float alpha =
- smoothstep(0.0, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
- smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));
-
- float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha);
- fragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier;
-}
diff --git a/src/effects/shaders_ng/rectangularglow.frag.qsb b/src/effects/shaders_ng/rectangularglow.frag.qsb
deleted file mode 100644
index 7eaf930..0000000
--- a/src/effects/shaders_ng/rectangularglow.frag.qsb
+++ /dev/null
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diff --git a/src/effects/shaders_ng/thresholdmask.frag b/src/effects/shaders_ng/thresholdmask.frag
deleted file mode 100644
index 7740e7e..0000000
--- a/src/effects/shaders_ng/thresholdmask.frag
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float threshold;
- float spread;
-};
-
-layout(binding = 1) uniform sampler2D source;
-layout(binding = 2) uniform sampler2D maskSource;
-
-void main()
-{
- vec4 colorFragment = texture(source, qt_TexCoord0.st);
- vec4 maskFragment = texture(maskSource, qt_TexCoord0.st);
- fragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders_ng/thresholdmask.frag.qsb b/src/effects/shaders_ng/thresholdmask.frag.qsb
deleted file mode 100644
index 38e7391..0000000
--- a/src/effects/shaders_ng/thresholdmask.frag.qsb
+++ /dev/null
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