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/****************************************************************************
**
** 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: "grid spacing"
            value: 0.5
        }
    }

    // Transform slider values, and bind result to shader uniforms
    property real grid: parameters.get(0).value * 10

    property real step_x: 0.0015625
    property real step_y: targetHeight ? (step_x * targetWidth / targetHeight) : 0.0

    fragmentShaderSrc: "uniform float grid;
                        uniform float dividerValue;
                        uniform float step_x;
                        uniform float step_y;

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

                        void main()
                        {
                            vec2 uv = qt_TexCoord0.xy;
                            float offx = floor(uv.x  / (grid * step_x));
                            float offy = floor(uv.y  / (grid * step_y));
                            vec3 res = texture2D(source, vec2(offx * grid * step_x , offy * grid * step_y)).rgb;
                            vec2 prc = fract(uv / vec2(grid * step_x, grid * step_y));
                            vec2 pw = pow(abs(prc - 0.5), vec2(2.0));
                            float  rs = pow(0.45, 2.0);
                            float gr = smoothstep(rs - 0.1, rs + 0.1, pw.x + pw.y);
                            float y = (res.r + res.g + res.b) / 3.0;
                            vec3 ra = res / y;
                            float ls = 0.3;
                            float lb = ceil(y / ls);
                            float lf = ls * lb + 0.3;
                            res = lf * res;
                            vec3 col = mix(res, vec3(0.1, 0.1, 0.1), gr);
                            if (uv.x < dividerValue)
                                gl_FragColor = qt_Opacity * vec4(col, 1.0);
                            else
                                gl_FragColor = qt_Opacity * texture2D(source, uv);
                        }"
}