From 15849d78b7cca848b87badcfee33db1db70b8b52 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Tue, 28 Jun 2016 17:12:09 +0200 Subject: Migrate shadereffects example to be cross-backend ...while demonstrating best practices like file selectors. Task-number: QTBUG-52914 Change-Id: Ibf7bca77b7b142f5ccb956e05efc5be974d53c79 Reviewed-by: Andy Nichols --- .../shadereffects/content/shaders/+hlsl/blur.frag | 18 +++++++++++++ .../content/shaders/+hlsl/colorize.frag | 17 ++++++++++++ .../shadereffects/content/shaders/+hlsl/genie.vert | 31 ++++++++++++++++++++++ .../content/shaders/+hlsl/outline.frag | 21 +++++++++++++++ .../content/shaders/+hlsl/shadow.frag | 20 ++++++++++++++ .../content/shaders/+hlsl/wobble.frag | 17 ++++++++++++ .../quick/shadereffects/content/shaders/blur.frag | 14 ++++++++++ .../shadereffects/content/shaders/colorize.frag | 12 +++++++++ .../quick/shadereffects/content/shaders/genie.vert | 21 +++++++++++++++ .../shadereffects/content/shaders/outline.frag | 16 +++++++++++ .../shadereffects/content/shaders/shadow.frag | 14 ++++++++++ .../shadereffects/content/shaders/wobble.frag | 13 +++++++++ 12 files changed, 214 insertions(+) create mode 100644 examples/quick/shadereffects/content/shaders/+hlsl/blur.frag create mode 100644 examples/quick/shadereffects/content/shaders/+hlsl/colorize.frag create mode 100644 examples/quick/shadereffects/content/shaders/+hlsl/genie.vert create mode 100644 examples/quick/shadereffects/content/shaders/+hlsl/outline.frag create mode 100644 examples/quick/shadereffects/content/shaders/+hlsl/shadow.frag create mode 100644 examples/quick/shadereffects/content/shaders/+hlsl/wobble.frag create mode 100644 examples/quick/shadereffects/content/shaders/blur.frag create mode 100644 examples/quick/shadereffects/content/shaders/colorize.frag create mode 100644 examples/quick/shadereffects/content/shaders/genie.vert create mode 100644 examples/quick/shadereffects/content/shaders/outline.frag create mode 100644 examples/quick/shadereffects/content/shaders/shadow.frag create mode 100644 examples/quick/shadereffects/content/shaders/wobble.frag (limited to 'examples/quick/shadereffects/content') 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; +} -- cgit v1.2.3