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/****************************************************************************
**
** 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 {
    fragmentShaderSrc: "uniform float dividerValue;
                        const float step_w = 0.0015625;
                        const float step_h = 0.0027778;

                        uniform sampler2D source;
                        uniform lowp float qt_Opacity;
                        varying vec2 qt_TexCoord0;

                        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 xx = t1 + 2.0*t2 + t3 - t7 - 2.0*t8 - t9;
                            vec3 yy = t1 - t3 + 2.0*t4 - 2.0*t6 + t7 - t9;
                            vec3 rr = sqrt(xx * xx + yy * yy);
                            vec3 col = rr * 2.0 * t5;
                            if (uv.x < dividerValue)
                                gl_FragColor = qt_Opacity * vec4(col, 1.0);
                            else
                                gl_FragColor = qt_Opacity * texture2D(source, uv);
                        }"
}