/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/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 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 Effect { parameters: ListModel { ListElement { name: "threshold" value: 0.5 } } // Transform slider values, and bind result to shader uniforms property real weight: parameters.get(0).value fragmentShaderSrc: "#version 130 uniform sampler2D source; uniform float dividerValue; uniform float weight; mat3 G[2] = mat3[]( mat3( 1.0, 2.0, 1.0, 0.0, 0.0, 0.0, -1.0, -2.0, -1.0 ), mat3( 1.0, 0.0, -1.0, 2.0, 0.0, -2.0, 1.0, 0.0, -1.0 ) ); uniform lowp float qt_Opacity; in vec2 qt_TexCoord0; out vec4 FragmentColor; void main() { vec2 uv = qt_TexCoord0.xy; vec4 c = vec4(0.0); if (uv.x < dividerValue) { mat3 intensity; float conv[2]; vec3 sample; for (int i=0; i<3; ++i) { for (int j=0; j<3; ++j) { sample = texelFetch(source, ivec2(gl_FragCoord) + ivec2(i-1, j-1), 0).rgb; intensity[i][j] = length(sample) * weight; } } for (int i=0; i<2; ++i) { float dp3 = dot(G[i][0], intensity[0]) + dot(G[i][1], intensity[1]) + dot(G[i][2], intensity[2]); conv[i] = dp3 * dp3; } c = vec4(0.5 * sqrt(conv[0]*conv[0] + conv[1]*conv[1])); } else { c = texture2D(source, qt_TexCoord0); } FragmentColor = qt_Opacity * c; }" }