/**************************************************************************** ** ** 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 threshold: parameters.get(0).value property real targetSize: 250 - (200 * threshold) // TODO: fix ... property real resS: targetSize property real resT: targetSize // TODO property real magTol: 0.3 property real quantize: 8.0 fragmentShaderSrc: "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; }" }