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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 threshold: parameters.get(0).value
+ property real targetSize: 250 - (200 * threshold) // TODO: fix ...
+ property real resS: targetSize
+ property real resT: targetSize
+
+ // TODO
+ property real magTol: 0.3
+ property real quantize: 8.0
+
+ fragmentShaderSrc: "uniform float dividerValue;
+ uniform float threshold;
+ uniform float resS;
+ uniform float resT;
+ uniform float magTol;
+ uniform float quantize;
+
+ uniform sampler2D source;
+ uniform lowp float qt_Opacity;
+ varying vec2 qt_TexCoord0;
+
+ void main()
+ {
+ vec4 color = vec4(1.0, 0.0, 0.0, 1.1);
+ vec2 uv = qt_TexCoord0.xy;
+ if (uv.x < dividerValue) {
+ vec2 st = qt_TexCoord0.st;
+ vec3 rgb = texture2D(source, st).rgb;
+ vec2 stp0 = vec2(1.0/resS, 0.0);
+ vec2 st0p = vec2(0.0 , 1.0/resT);
+ vec2 stpp = vec2(1.0/resS, 1.0/resT);
+ vec2 stpm = vec2(1.0/resS, -1.0/resT);
+ float i00 = dot( texture2D(source, st).rgb, vec3(0.2125,0.7154,0.0721));
+ float im1m1 = dot( texture2D(source, st-stpp).rgb, vec3(0.2125,0.7154,0.0721));
+ float ip1p1 = dot( texture2D(source, st+stpp).rgb, vec3(0.2125,0.7154,0.0721));
+ float im1p1 = dot( texture2D(source, st-stpm).rgb, vec3(0.2125,0.7154,0.0721));
+ float ip1m1 = dot( texture2D(source, st+stpm).rgb, vec3(0.2125,0.7154,0.0721));
+ float im10 = dot( texture2D(source, st-stp0).rgb, vec3(0.2125,0.7154,0.0721));
+ float ip10 = dot( texture2D(source, st+stp0).rgb, vec3(0.2125,0.7154,0.0721));
+ float i0m1 = dot( texture2D(source, st-st0p).rgb, vec3(0.2125,0.7154,0.0721));
+ float i0p1 = dot( texture2D(source, st+st0p).rgb, vec3(0.2125,0.7154,0.0721));
+ float h = -1.*im1p1 - 2.*i0p1 - 1.*ip1p1 + 1.*im1m1 + 2.*i0m1 + 1.*ip1m1;
+ float v = -1.*im1m1 - 2.*im10 - 1.*im1p1 + 1.*ip1m1 + 2.*ip10 + 1.*ip1p1;
+ float mag = sqrt(h*h + v*v);
+ if (mag > magTol) {
+ color = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ else {
+ rgb.rgb *= quantize;
+ rgb.rgb += vec3(0.5, 0.5, 0.5);
+ ivec3 irgb = ivec3(rgb.rgb);
+ rgb.rgb = vec3(irgb) / quantize;
+ color = vec4(rgb, 1.0);
+ }
+ } else {
+ color = texture2D(source, uv);
+ }
+ gl_FragColor = qt_Opacity * color;
+ }"
+}