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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-09-13 18:19:06 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-09-13 19:15:12 +0200
commita99fc26faa21eca7921016ef7b399a2877a0652c (patch)
treed3ce0a94b31a1f86456cf8e946d4704c9db62d41 /examples/quick/shadereffects/content/shaders/outline.frag
parent33d8c8005f95e27760b9901bfd9f757a1cb1d664 (diff)
shadereffect example: remove unused legacy shader code
No point in exercising the file selector magic when there is only one possible path in Qt 6. Change-Id: I3b49b19d57a89855063e983ab0add13335840fb9 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'examples/quick/shadereffects/content/shaders/outline.frag')
-rw-r--r--examples/quick/shadereffects/content/shaders/outline.frag34
1 files changed, 21 insertions, 13 deletions
diff --git a/examples/quick/shadereffects/content/shaders/outline.frag b/examples/quick/shadereffects/content/shaders/outline.frag
index 9b46719873..26df69c5fe 100644
--- a/examples/quick/shadereffects/content/shaders/outline.frag
+++ b/examples/quick/shadereffects/content/shaders/outline.frag
@@ -1,16 +1,24 @@
-uniform sampler2D source;
-uniform highp vec2 delta;
-uniform highp float qt_Opacity;
+#version 440
-varying highp vec2 qt_TexCoord0;
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
-void main() {
- lowp vec4 tl = texture2D(source, qt_TexCoord0 - delta);
- lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y));
- lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y));
- lowp vec4 br = texture2D(source, qt_TexCoord0 + delta);
- mediump vec4 gx = (tl + bl) - (tr + br);
- mediump vec4 gy = (tl + tr) - (bl + br);
- gl_FragColor.xyz = vec3(0.);
- gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity;
+layout(binding = 1) uniform sampler2D source;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ vec2 delta;
+} ubuf;
+
+void main()
+{
+ vec4 tl = texture(source, qt_TexCoord0 - ubuf.delta);
+ vec4 tr = texture(source, qt_TexCoord0 + vec2(ubuf.delta.x, -ubuf.delta.y));
+ vec4 bl = texture(source, qt_TexCoord0 - vec2(ubuf.delta.x, -ubuf.delta.y));
+ vec4 br = texture(source, qt_TexCoord0 + ubuf.delta);
+ vec4 gx = (tl + bl) - (tr + br);
+ vec4 gy = (tl + tr) - (bl + br);
+ fragColor.xyz = vec3(0.);
+ fragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * ubuf.qt_Opacity;
}