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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 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;
-}