/**************************************************************************** ** ** 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: "threshold" value: 0.5 } } // Transform slider values, and bind result to shader uniforms property real mixLevel: parameters.get(0).value property real targetSize: 250 - (200 * mixLevel) // TODO: fix ... property real resS: targetSize property real resT: targetSize fragmentShaderSrc: "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; }" }