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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the Qt Mobility Components.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** 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, Nokia gives you certain additional
** rights. These rights are described in the Nokia 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.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html

uniform float dividerValue;
uniform float amount;
const float step_w = 0.0015625;
const float step_h = 0.0027778;

uniform sampler2D source;
uniform lowp float qt_Opacity;
varying vec2 qt_TexCoord0;

vec3 sharpen(vec3 t1, vec3 t2, vec3 t3, vec3 t4, vec3 t5, vec3 t6, vec3 t7, vec3 t8, vec3 t9)
{
    return -t1 - t2 - t3 - t4 + amount * t5 - t6 - t7 - t8 - t9;
}

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 col = sharpen(t1, t2, t3, t4, t5, t6, t7, t8, t9);
    if (uv.x < dividerValue)
        gl_FragColor = qt_Opacity * vec4(col, 1.0);
    else
        gl_FragColor = qt_Opacity * texture2D(source, uv);
}