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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// Based on http://rectalogic.github.com/webvfx/examples_2transition-shader-pagecurl_8html-example.html
+
+uniform float dividerValue;
+uniform float curlExtent;
+uniform sampler2D source;
+uniform lowp float qt_Opacity;
+varying vec2 qt_TexCoord0;
+
+const float minAmount = -0.16;
+const float maxAmount = 1.3;
+const float PI = 3.141592653589793;
+const float scale = 512.0;
+const float sharpness = 3.0;
+const vec4 bgColor = vec4(1.0, 1.0, 0.8, 1.0);
+
+float amount = curlExtent * (maxAmount - minAmount) + minAmount;
+float cylinderCenter = amount;
+// 360 degrees * amount
+float cylinderAngle = 2.0 * PI * amount;
+const float cylinderRadius = 1.0 / PI / 2.0;
+
+vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
+{
+ float hitPoint = hitAngle / (2.0 * PI);
+ point.y = hitPoint;
+ return rrotation * point;
+}
+
+vec4 antiAlias(vec4 color1, vec4 color2, float distance)
+{
+ distance *= scale;
+ if (distance < 0.0) return color2;
+ if (distance > 2.0) return color1;
+ float dd = pow(1.0 - distance / 2.0, sharpness);
+ return ((color2 - color1) * dd) + color1;
+}
+
+float distanceToEdge(vec3 point)
+{
+ float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
+ float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
+ if (point.x < 0.0) dx = -point.x;
+ if (point.x > 1.0) dx = point.x - 1.0;
+ if (point.y < 0.0) dy = -point.y;
+ if (point.y > 1.0) dy = point.y - 1.0;
+ if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
+ return min(dx, dy);
+}
+
+vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
+{
+ float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
+ vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
+ if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
+ return bgColor;
+ if (yc > 0.0)
+ return texture2D(source, p);
+ vec4 color = texture2D(source, point.xy);
+ vec4 tcolor = vec4(0.0);
+ return antiAlias(color, tcolor, distanceToEdge(point));
+}
+
+vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
+{
+ float shadow = distanceToEdge(point) * 30.0;
+ shadow = (1.0 - shadow) / 3.0;
+ if (shadow < 0.0)
+ shadow = 0.0;
+ else
+ shadow *= amount;
+ vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
+ shadowColor.r -= shadow;
+ shadowColor.g -= shadow;
+ shadowColor.b -= shadow;
+ return shadowColor;
+}
+
+vec4 backside(float yc, vec3 point)
+{
+ vec4 color = texture2D(source, point.xy);
+ float gray = (color.r + color.b + color.g) / 15.0;
+ gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
+ color.rgb = vec3(gray);
+ return color;
+}
+
+void main(void)
+{
+ const float angle = 30.0 * PI / 180.0;
+ float c = cos(-angle);
+ float s = sin(-angle);
+ mat3 rotation = mat3(
+ c, s, 0,
+ -s, c, 0,
+ 0.12, 0.258, 1
+ );
+ c = cos(angle);
+ s = sin(angle);
+ mat3 rrotation = mat3(
+ c, s, 0,
+ -s, c, 0,
+ 0.15, -0.5, 1
+ );
+ vec3 point = rotation * vec3(qt_TexCoord0, 1.0);
+ float yc = point.y - cylinderCenter;
+ vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
+ if (yc < -cylinderRadius) {
+ // See through to background
+ color = bgColor;
+ } else if (yc > cylinderRadius) {
+ // Flat surface
+ color = texture2D(source, qt_TexCoord0);
+ } else {
+ float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
+ float hitAngleMod = mod(hitAngle, 2.0 * PI);
+ if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) {
+ color = seeThrough(yc, qt_TexCoord0, rotation, rrotation);
+ } else {
+ point = hitPoint(hitAngle, yc, point, rrotation);
+ if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {
+ color = seeThroughWithShadow(yc, qt_TexCoord0, point, rotation, rrotation);
+ } else {
+ color = backside(yc, point);
+ vec4 otherColor;
+ if (yc < 0.0) {
+ float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
+ shado *= pow(-yc / cylinderRadius, 3.0);
+ shado *= 0.5;
+ otherColor = vec4(0.0, 0.0, 0.0, shado);
+ } else {
+ otherColor = texture2D(source, qt_TexCoord0);
+ }
+ color = antiAlias(color, otherColor, cylinderRadius - abs(yc));
+
+ // This second antialiasing step causes the shader to fail to render, on
+ // Symbian devices (tested so far using IVE3.5). Running out of scratch
+ // memory?
+ }
+ }
+ }
+ gl_FragColor = qt_Opacity * color;
+}