/**************************************************************************** ** ** 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: "sharpness" value: 0.5 } } // Transform slider values, and bind result to shader uniforms property real amount: parameters.get(0).value * 18 fragmentShaderSrc: "uniform float dividerValue; uniform float amount; const float step_w = 0.0015625; const float step_h = 0.0027778; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; vec3 sharpen(vec3 t1, vec3 t2, vec3 t3, vec3 t4, vec3 t5, vec3 t6, vec3 t7, vec3 t8, vec3 t9) { return -t1 - t2 - t3 - t4 + amount * t5 - t6 - t7 - t8 - t9; } void main() { vec2 uv = qt_TexCoord0.xy; vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb; vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb; vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb; vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb; vec3 t5 = texture2D(source, uv).rgb; vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb; vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb; vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb; vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb; vec3 col = sharpen(t1, t2, t3, t4, t5, t6, t7, t8, t9); if (uv.x < dividerValue) gl_FragColor = qt_Opacity * vec4(col, 1.0); else gl_FragColor = qt_Opacity * texture2D(source, uv); }" }