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authorAlexandru Croitor <alexandru.croitor@qt.io>2021-08-12 11:24:12 +0200
committerAlexandru Croitor <alexandru.croitor@qt.io>2021-08-12 17:51:01 +0200
commit425911d07fc8c3bb899226a1355c38a166b5e1de (patch)
tree1d5e0e5ae3ec66b10920bb9104e7d12c69b4a52f /src/effects/shaders_ng/displace.frag
parent59ab3e11433a5157aac0f3af7c0d7fe70a373373 (diff)
Remove qtgraphicaleffects sources and add note about its state in Qt 6HEADdev
Add a README.md mentioning the documentation on where the ported effects can be found, as well as how to check out the Qt5 branch. Pick-to: 6.2 Fixes: QTBUG-95757 Change-Id: Ib47c7e73f8622c8e287df0f74c6f16a5113b357e Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io> Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
Diffstat (limited to 'src/effects/shaders_ng/displace.frag')
-rw-r--r--src/effects/shaders_ng/displace.frag39
1 files changed, 0 insertions, 39 deletions
diff --git a/src/effects/shaders_ng/displace.frag b/src/effects/shaders_ng/displace.frag
deleted file mode 100644
index df6bc78..0000000
--- a/src/effects/shaders_ng/displace.frag
+++ /dev/null
@@ -1,39 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float displacement;
- float xPixel;
- float yPixel;
-};
-
-layout(binding = 1) uniform sampler2D source;
-layout(binding = 2) uniform sampler2D displacementSource;
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- vec4 offset = texture(displacementSource, qt_TexCoord0);
- offset.xy -= vec2(0.5, 0.5);
- offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
- vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);
-
- float e1 = linearstep(0.0, xPixel, tx.x);
- float e2 = linearstep(0.0, yPixel, tx.y);
- float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
- float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);
-
- vec4 samp = texture(source, tx);
- samp.rgb *= e1 * e2 * e3 * e4;
- fragColor = samp * qt_Opacity * offset.a;
-}