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-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
-rw-r--r--examples/quick/shadereffects/content/shaders/blur.frag14
-rw-r--r--examples/quick/shadereffects/content/shaders/colorize.frag12
-rw-r--r--examples/quick/shadereffects/content/shaders/genie.vert21
-rw-r--r--examples/quick/shadereffects/content/shaders/outline.frag16
-rw-r--r--examples/quick/shadereffects/content/shaders/shadow.frag14
-rw-r--r--examples/quick/shadereffects/content/shaders/wobble.frag13
12 files changed, 214 insertions, 0 deletions
diff --git a/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag b/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag
new file mode 100644
index 0000000000..481a238d2a
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/blur.frag
@@ -0,0 +1,18 @@
+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
new file mode 100644
index 0000000000..d6e65b6b10
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag
@@ -0,0 +1,17 @@
+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
new file mode 100644
index 0000000000..40876e7996
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/genie.vert
@@ -0,0 +1,31 @@
+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
new file mode 100644
index 0000000000..b6e7e51f35
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/outline.frag
@@ -0,0 +1,21 @@
+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
new file mode 100644
index 0000000000..a86a25e007
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag
@@ -0,0 +1,20 @@
+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
new file mode 100644
index 0000000000..c28612a2fd
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag
@@ -0,0 +1,17 @@
+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;
+}
diff --git a/examples/quick/shadereffects/content/shaders/blur.frag b/examples/quick/shadereffects/content/shaders/blur.frag
new file mode 100644
index 0000000000..9173945eed
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/blur.frag
@@ -0,0 +1,14 @@
+uniform lowp float qt_Opacity;
+uniform sampler2D source;
+uniform highp vec2 delta;
+
+varying highp vec2 qt_TexCoord0;
+
+void main()
+{
+ gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
+ + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
+ + 0.2466 * texture2D(source, qt_TexCoord0)
+ + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
+ + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/colorize.frag b/examples/quick/shadereffects/content/shaders/colorize.frag
new file mode 100644
index 0000000000..1219ef2460
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/colorize.frag
@@ -0,0 +1,12 @@
+uniform sampler2D source;
+uniform lowp vec4 tint;
+uniform lowp float qt_Opacity;
+
+varying highp vec2 qt_TexCoord0;
+
+void main() {
+ lowp vec4 c = texture2D(source, qt_TexCoord0);
+ lowp float lo = min(min(c.x, c.y), c.z);
+ lowp float hi = max(max(c.x, c.y), c.z);
+ gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w);
+}
diff --git a/examples/quick/shadereffects/content/shaders/genie.vert b/examples/quick/shadereffects/content/shaders/genie.vert
new file mode 100644
index 0000000000..3ce371819f
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/genie.vert
@@ -0,0 +1,21 @@
+attribute highp vec4 qt_Vertex;
+attribute highp vec2 qt_MultiTexCoord0;
+
+uniform highp mat4 qt_Matrix;
+uniform highp float bend;
+uniform highp float minimize;
+uniform highp float side;
+uniform highp float width;
+uniform highp float height;
+
+varying highp vec2 qt_TexCoord0;
+
+void main() {
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ highp vec4 pos = qt_Vertex;
+ pos.y = mix(qt_Vertex.y, height, minimize);
+ highp float t = pos.y / height;
+ t = (3. - 2. * t) * t * t;
+ pos.x = mix(qt_Vertex.x, side * width, t * bend);
+ gl_Position = qt_Matrix * pos;
+}
diff --git a/examples/quick/shadereffects/content/shaders/outline.frag b/examples/quick/shadereffects/content/shaders/outline.frag
new file mode 100644
index 0000000000..9b46719873
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/outline.frag
@@ -0,0 +1,16 @@
+uniform sampler2D source;
+uniform highp vec2 delta;
+uniform highp float qt_Opacity;
+
+varying highp vec2 qt_TexCoord0;
+
+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;
+}
diff --git a/examples/quick/shadereffects/content/shaders/shadow.frag b/examples/quick/shadereffects/content/shaders/shadow.frag
new file mode 100644
index 0000000000..8650ee4f4c
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/shadow.frag
@@ -0,0 +1,14 @@
+uniform lowp float qt_Opacity;
+uniform highp vec2 offset;
+uniform sampler2D source;
+uniform sampler2D shadow;
+uniform highp float darkness;
+uniform highp vec2 delta;
+
+varying highp vec2 qt_TexCoord0;
+
+void main() {
+ lowp vec4 fg = texture2D(source, qt_TexCoord0);
+ lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta);
+ gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity;
+}
diff --git a/examples/quick/shadereffects/content/shaders/wobble.frag b/examples/quick/shadereffects/content/shaders/wobble.frag
new file mode 100644
index 0000000000..fedbb68254
--- /dev/null
+++ b/examples/quick/shadereffects/content/shaders/wobble.frag
@@ -0,0 +1,13 @@
+uniform lowp float qt_Opacity;
+uniform highp float amplitude;
+uniform highp float frequency;
+uniform highp float time;
+uniform sampler2D source;
+
+varying highp vec2 qt_TexCoord0;
+
+void main()
+{
+ highp vec2 p = sin(time + frequency * qt_TexCoord0);
+ gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;
+}