diff options
Diffstat (limited to 'examples/multimedia/video/qmlvideofx/shaders/emboss.fsh')
-rw-r--r-- | examples/multimedia/video/qmlvideofx/shaders/emboss.fsh | 80 |
1 files changed, 0 insertions, 80 deletions
diff --git a/examples/multimedia/video/qmlvideofx/shaders/emboss.fsh b/examples/multimedia/video/qmlvideofx/shaders/emboss.fsh deleted file mode 100644 index 41f5f1b37..000000000 --- a/examples/multimedia/video/qmlvideofx/shaders/emboss.fsh +++ /dev/null @@ -1,80 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the Qt Mobility Components. -** -** $QT_BEGIN_LICENSE:BSD$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** BSD License Usage -** Alternatively, you may use this file under the terms of the BSD license -** as follows: -** -** "Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are -** met: -** * Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in -** the documentation and/or other materials provided with the -** distribution. -** * Neither the name of The Qt Company Ltd nor the names of its -** contributors may be used to endorse or promote products derived -** from this software without specific prior written permission. -** -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html - -uniform float dividerValue; -const float step_w = 0.0015625; -const float step_h = 0.0027778; - -uniform sampler2D source; -uniform lowp float qt_Opacity; -varying vec2 qt_TexCoord0; - -void main() -{ - vec2 uv = qt_TexCoord0.xy; - vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb; - vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb; - vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb; - vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb; - vec3 t5 = texture2D(source, uv).rgb; - vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb; - vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb; - vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb; - vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb; - vec3 rr = -4.0 * t1 - 4.0 * t2 - 4.0 * t4 + 12.0 * t5; - float y = (rr.r + rr.g + rr.b) / 3.0; - vec3 col = vec3(y, y, y) + 0.3; - if (uv.x < dividerValue) - gl_FragColor = qt_Opacity * vec4(col, 1.0); - else - gl_FragColor = qt_Opacity * texture2D(source, uv); -} |