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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;
+}