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Diffstat (limited to 'examples/multimedia/video/qmlvideofx/shaders/pagecurl.fsh')
-rw-r--r-- | examples/multimedia/video/qmlvideofx/shaders/pagecurl.fsh | 192 |
1 files changed, 0 insertions, 192 deletions
diff --git a/examples/multimedia/video/qmlvideofx/shaders/pagecurl.fsh b/examples/multimedia/video/qmlvideofx/shaders/pagecurl.fsh deleted file mode 100644 index 12a5455e6..000000000 --- a/examples/multimedia/video/qmlvideofx/shaders/pagecurl.fsh +++ /dev/null @@ -1,192 +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://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; -} |