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-/****************************************************************************
-**
-** 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://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 = 3.14159265358979323846;
-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;
-}