diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-09-13 18:19:06 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-09-13 19:15:12 +0200 |
commit | a99fc26faa21eca7921016ef7b399a2877a0652c (patch) | |
tree | d3ce0a94b31a1f86456cf8e946d4704c9db62d41 /examples/quick/shadereffects/content/shaders/outline.frag | |
parent | 33d8c8005f95e27760b9901bfd9f757a1cb1d664 (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.frag | 34 |
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; } |