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/****************************************************************************
**
** 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;
}"
}
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