diff options
Diffstat (limited to 'basicsuite/qt5-everywhere/demos/shaders/shaders/toon.fsh')
-rwxr-xr-x | basicsuite/qt5-everywhere/demos/shaders/shaders/toon.fsh | 92 |
1 files changed, 0 insertions, 92 deletions
diff --git a/basicsuite/qt5-everywhere/demos/shaders/shaders/toon.fsh b/basicsuite/qt5-everywhere/demos/shaders/shaders/toon.fsh deleted file mode 100755 index 2814dfb..0000000 --- a/basicsuite/qt5-everywhere/demos/shaders/shaders/toon.fsh +++ /dev/null @@ -1,92 +0,0 @@ -/**************************************************************************** -** -** 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/20101029/shader-library-pixelation-post-processing-effect-glsl/ - -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; -} |