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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 "Graphics Shaders: Theory and Practice" (http://cgeducation.org/ShadersBook/)
-
-uniform float dividerValue;
-uniform float mixLevel;
-uniform float resS;
-uniform float resT;
-
-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) {
- vec2 st = qt_TexCoord0.st;
- vec3 irgb = 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);
- const vec3 W = vec3(0.2125, 0.7154, 0.0721);
- float i00 = dot(texture2D(source, st).rgb, W);
- float im1m1 = dot(texture2D(source, st-stpp).rgb, W);
- float ip1p1 = dot(texture2D(source, st+stpp).rgb, W);
- float im1p1 = dot(texture2D(source, st-stpm).rgb, W);
- float ip1m1 = dot(texture2D(source, st+stpm).rgb, W);
- float im10 = dot(texture2D(source, st-stp0).rgb, W);
- float ip10 = dot(texture2D(source, st+stp0).rgb, W);
- float i0m1 = dot(texture2D(source, st-st0p).rgb, W);
- float i0p1 = dot(texture2D(source, st+st0p).rgb, W);
- float h = -1.0*im1p1 - 2.0*i0p1 - 1.0*ip1p1 + 1.0*im1m1 + 2.0*i0m1 + 1.0*ip1m1;
- float v = -1.0*im1m1 - 2.0*im10 - 1.0*im1p1 + 1.0*ip1m1 + 2.0*ip10 + 1.0*ip1p1;
- float mag = 1.0 - length(vec2(h, v));
- vec3 target = vec3(mag, mag, mag);
- c = vec4(target, 1.0);
- } else {
- c = texture2D(source, qt_TexCoord0);
- }
- gl_FragColor = qt_Opacity * c;
-}