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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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+Effect {
+ parameters: ListModel {
+ ListElement {
+ name: "threshold"
+ value: 0.5
+ }
+ }
+
+ // Transform slider values, and bind result to shader uniforms
+ property real weight: parameters.get(0).value
+
+ fragmentShaderSrc: "#version 130
+ uniform sampler2D source;
+ uniform float dividerValue;
+ uniform float weight;
+ mat3 G[2] = mat3[](
+ mat3( 1.0, 2.0, 1.0, 0.0, 0.0, 0.0, -1.0, -2.0, -1.0 ),
+ mat3( 1.0, 0.0, -1.0, 2.0, 0.0, -2.0, 1.0, 0.0, -1.0 )
+ );
+ uniform lowp float qt_Opacity;
+ in vec2 qt_TexCoord0;
+ out vec4 FragmentColor;
+ void main() {
+ vec2 uv = qt_TexCoord0.xy;
+ vec4 c = vec4(0.0);
+ if (uv.x < dividerValue) {
+ mat3 intensity;
+ float conv[2];
+ vec3 sample;
+ for (int i=0; i<3; ++i) {
+ for (int j=0; j<3; ++j) {
+ sample = texelFetch(source, ivec2(gl_FragCoord) + ivec2(i-1, j-1), 0).rgb;
+ intensity[i][j] = length(sample) * weight;
+ }
+ }
+ for (int i=0; i<2; ++i) {
+ float dp3 = dot(G[i][0], intensity[0]) + dot(G[i][1], intensity[1]) + dot(G[i][2], intensity[2]);
+ conv[i] = dp3 * dp3;
+ }
+ c = vec4(0.5 * sqrt(conv[0]*conv[0] + conv[1]*conv[1]));
+ } else {
+ c = texture2D(source, qt_TexCoord0);
+ }
+ FragmentColor = qt_Opacity * c;
+ }"
+}