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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://www.geeks3d.com/20101029/shader-library-pixelation-post-processing-effect-glsl/
+
+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;
+}