/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of Qt for Device Creation. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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; }" }