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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-01-06 12:24:59 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-01-06 18:13:37 +0100
commit0b9fcb829313d0eaf2b496bf3ad44e5628fa43b2 (patch)
treef3abcf049f3679122292dd537f516f86513275fd /examples/quick/shadereffects/content
parent895eb11574d19fa50e734374fd2d85365e023c5e (diff)
Remove D3D12 scenegraph backend
Task-number: QTBUG-79925 Change-Id: Id3f0a688f47efaf1653c85d23ef49618ed09c931 Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
Diffstat (limited to 'examples/quick/shadereffects/content')
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/blur.frag18
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag17
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/genie.vert31
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/outline.frag21
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag20
-rw-r--r--examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag17
6 files changed, 0 insertions, 124 deletions
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag b/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag
deleted file mode 100644
index 481a238d2a..0000000000
--- a/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag
+++ /dev/null
@@ -1,18 +0,0 @@
-cbuffer ConstantBuffer : register(b0)
-{
- float4x4 qt_Matrix;
- float qt_Opacity;
- float2 delta;
-};
-
-Texture2D source : register(t0);
-SamplerState sourceSampler : register(s0);
-
-float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
-{
- return (0.0538 * source.Sample(sourceSampler, coord - 3.182 * delta)
- + 0.3229 * source.Sample(sourceSampler, coord - 1.364 * delta)
- + 0.2466 * source.Sample(sourceSampler, coord)
- + 0.3229 * source.Sample(sourceSampler, coord + 1.364 * delta)
- + 0.0538 * source.Sample(sourceSampler, coord + 3.182 * delta)) * qt_Opacity;
-}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag b/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag
deleted file mode 100644
index d6e65b6b10..0000000000
--- a/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag
+++ /dev/null
@@ -1,17 +0,0 @@
-cbuffer ConstantBuffer : register(b0)
-{
- float4x4 qt_Matrix;
- float qt_Opacity;
- float4 tint;
-};
-
-Texture2D source : register(t0);
-SamplerState sourceSampler : register(s0);
-
-float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
-{
- float4 c = source.Sample(sourceSampler, coord);
- float lo = min(min(c.x, c.y), c.z);
- float hi = max(max(c.x, c.y), c.z);
- return float4(lerp(float3(lo, lo, lo), float3(hi, hi, hi), tint.xyz), c.w) * qt_Opacity;
-}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert b/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert
deleted file mode 100644
index 40876e7996..0000000000
--- a/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert
+++ /dev/null
@@ -1,31 +0,0 @@
-cbuffer ConstantBuffer : register(b0)
-{
- float4x4 qt_Matrix;
- float qt_Opacity;
- float bend;
- float minimize;
- float side;
- float width;
- float height;
-};
-
-struct PSInput
-{
- float4 position : SV_POSITION;
- float2 coord : TEXCOORD0;
-};
-
-PSInput main(float4 position : POSITION, float2 coord : TEXCOORD0)
-{
- PSInput result;
- result.coord = coord;
-
- float4 pos = position;
- pos.y = lerp(position.y, height, minimize);
- float t = pos.y / height;
- t = (3.0 - 2.0 * t) * t * t;
- pos.x = lerp(position.x, side * width, t * bend);
- result.position = mul(qt_Matrix, pos);
-
- return result;
-}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag b/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag
deleted file mode 100644
index b6e7e51f35..0000000000
--- a/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag
+++ /dev/null
@@ -1,21 +0,0 @@
-cbuffer ConstantBuffer : register(b0)
-{
- float4x4 qt_Matrix;
- float qt_Opacity;
- float2 delta;
-};
-
-Texture2D source : register(t0);
-SamplerState sourceSampler : register(s0);
-
-float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
-{
- float4 tl = source.Sample(sourceSampler, coord - delta);
- float4 tr = source.Sample(sourceSampler, coord + float2(delta.x, -delta.y));
- float4 bl = source.Sample(sourceSampler, coord - float2(delta.x, -delta.y));
- float4 br = source.Sample(sourceSampler, coord + delta);
- float4 gx = (tl + bl) - (tr + br);
- float4 gy = (tl + tr) - (bl + br);
- return float4(0.0, 0.0, 0.0,
- clamp(dot(sqrt(gx * gx + gy * gy), float4(1.0, 1.0, 1.0, 1.0)), 0.0, 1.0) * qt_Opacity);
-}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag b/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag
deleted file mode 100644
index a86a25e007..0000000000
--- a/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag
+++ /dev/null
@@ -1,20 +0,0 @@
-cbuffer ConstantBuffer : register(b0)
-{
- float4x4 qt_Matrix;
- float qt_Opacity;
- float2 offset;
- float2 delta;
- float darkness;
-};
-
-Texture2D source : register(t0);
-SamplerState sourceSampler : register(s0);
-Texture2D shadow : register(t1);
-SamplerState shadowSampler : register(s1);
-
-float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
-{
- float4 fg = source.Sample(sourceSampler, coord);
- float4 bg = shadow.Sample(shadowSampler, coord + delta);
- return (fg + float4(0.0, 0.0, 0.0, darkness * bg.a) * (1.0 - fg.a)) * qt_Opacity;
-}
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag b/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag
deleted file mode 100644
index c28612a2fd..0000000000
--- a/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag
+++ /dev/null
@@ -1,17 +0,0 @@
-cbuffer ConstantBuffer : register(b0)
-{
- float4x4 qt_Matrix;
- float qt_Opacity;
- float amplitude;
- float frequency;
- float time;
-};
-
-Texture2D source : register(t0);
-SamplerState sourceSampler : register(s0);
-
-float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET
-{
- float2 p = sin(time + frequency * coord);
- return source.Sample(sourceSampler, coord + amplitude * float2(p.y, -p.x)) * qt_Opacity;
-}