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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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, Nokia gives you certain additional
+** rights. These rights are described in the Nokia 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.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html
+
+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);
+}