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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// Based on http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/
+
+import QtQuick 2.0
+
+Item {
+ id: root
+ property bool divider: true
+ property real dividerValue: 1
+ property ListModel parameters: ListModel {
+ ListElement {
+ name: "radius"
+ value: 0.5
+ }
+ }
+
+ property alias targetWidth: verticalShader.targetWidth
+ property alias targetHeight: verticalShader.targetHeight
+ property alias source: verticalShader.source
+
+ Effect {
+ id: verticalShader
+ anchors.fill: parent
+ dividerValue: parent.dividerValue
+ property real blurSize: 4.0 * parent.parameters.get(0).value / targetHeight
+ fragmentShaderSrc: "uniform float dividerValue;
+ uniform float blurSize;
+
+ 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) {
+ c += texture2D(source, uv - vec2(0.0, 4.0*blurSize)) * 0.05;
+ c += texture2D(source, uv - vec2(0.0, 3.0*blurSize)) * 0.09;
+ c += texture2D(source, uv - vec2(0.0, 2.0*blurSize)) * 0.12;
+ c += texture2D(source, uv - vec2(0.0, 1.0*blurSize)) * 0.15;
+ c += texture2D(source, uv) * 0.18;
+ c += texture2D(source, uv + vec2(0.0, 1.0*blurSize)) * 0.15;
+ c += texture2D(source, uv + vec2(0.0, 2.0*blurSize)) * 0.12;
+ c += texture2D(source, uv + vec2(0.0, 3.0*blurSize)) * 0.09;
+ c += texture2D(source, uv + vec2(0.0, 4.0*blurSize)) * 0.05;
+ } else {
+ c = texture2D(source, qt_TexCoord0);
+ }
+ // First pass we don't apply opacity
+ gl_FragColor = c;
+ }"
+ }
+
+ Effect {
+ id: horizontalShader
+ anchors.fill: parent
+ dividerValue: parent.dividerValue
+ property real blurSize: 4.0 * parent.parameters.get(0).value / parent.targetWidth
+ fragmentShaderSrc: "uniform float dividerValue;
+ uniform float blurSize;
+
+ 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) {
+ c += texture2D(source, uv - vec2(4.0*blurSize, 0.0)) * 0.05;
+ c += texture2D(source, uv - vec2(3.0*blurSize, 0.0)) * 0.09;
+ c += texture2D(source, uv - vec2(2.0*blurSize, 0.0)) * 0.12;
+ c += texture2D(source, uv - vec2(1.0*blurSize, 0.0)) * 0.15;
+ c += texture2D(source, uv) * 0.18;
+ c += texture2D(source, uv + vec2(1.0*blurSize, 0.0)) * 0.15;
+ c += texture2D(source, uv + vec2(2.0*blurSize, 0.0)) * 0.12;
+ c += texture2D(source, uv + vec2(3.0*blurSize, 0.0)) * 0.09;
+ c += texture2D(source, uv + vec2(4.0*blurSize, 0.0)) * 0.05;
+ } else {
+ c = texture2D(source, qt_TexCoord0);
+ }
+ gl_FragColor = qt_Opacity * c;
+ }"
+ source: horizontalShaderSource
+
+ ShaderEffectSource {
+ id: horizontalShaderSource
+ sourceItem: verticalShader
+ smooth: true
+ hideSource: true
+ }
+ }
+}
+