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author | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-06 16:22:02 +0300 |
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committer | Pasi Keränen <pasi.keranen@qt.io> | 2019-06-07 13:52:44 +0300 |
commit | b4954701093739e7a4e54a0669f306922d0d4605 (patch) | |
tree | 73d71319a921234f6b507c9098fdc842f7fe06dc /Studio/Content/Effect Library/Blur.effect | |
parent | 8548a5f5579e3eee7e5ae6b1f6901dcc8bfee19e (diff) |
Long live the slayer!
Initial commit of OpenGL Runtime to repository.
Based on SHA1 61823aaccc6510699a54b34a2fe3f7523dab3b4e
of qt3dstudio repository.
Task-number: QT3DS-3600
Change-Id: Iaeb80237399f0e5656a19ebec9d1ab3a681d8832
Reviewed-by: Pasi Keränen <pasi.keranen@qt.io>
Diffstat (limited to 'Studio/Content/Effect Library/Blur.effect')
-rw-r--r-- | Studio/Content/Effect Library/Blur.effect | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/Studio/Content/Effect Library/Blur.effect b/Studio/Content/Effect Library/Blur.effect new file mode 100644 index 0000000..2b9b988 --- /dev/null +++ b/Studio/Content/Effect Library/Blur.effect @@ -0,0 +1,47 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<Effect> + <MetaData> + <Property name="amount" formalName="Blur Amount" min="0" max="0.10" default="0.01" description="Amount of Blur"/> + </MetaData> + <Shaders> + <Shared></Shared> + <VertexShaderShared></VertexShaderShared> + <FragmentShaderShared></FragmentShaderShared> + <Shader name="main"> + <VertexShader></VertexShader> + <FragmentShader><![CDATA[ +void frag() +{ + + vec4 c1 = texture2D_0(vec2(TexCoord.x - amount, TexCoord.y - amount)); + vec4 c2 = texture2D_0(vec2(TexCoord.x + amount, TexCoord.y - amount)); + vec4 c3 = texture2D_0(vec2(TexCoord.x - amount, TexCoord.y + amount)); + vec4 c4 = texture2D_0(vec2(TexCoord.x + amount, TexCoord.y + amount)); + + vec4 f1 = vec4(mix(c1, c2, 0.5)); + vec4 f2 = vec4(mix(c3, c4, 0.5)); + + vec4 c5 = texture2D_0(vec2(TexCoord.x - (amount * 2.0), TexCoord.y)); + vec4 c6 = texture2D_0(vec2(TexCoord.x, TexCoord.y - (amount * 2.0))); + vec4 c7 = texture2D_0(vec2(TexCoord.x, TexCoord.y + (amount * 2.0))); + vec4 c8 = texture2D_0(vec2(TexCoord.x + (amount * 2.0), TexCoord.y)); + + vec4 f3 = vec4(mix(c5, c6, 0.5)); + vec4 f4 = vec4(mix(c7, c8, 0.5)); + + vec4 r1 = vec4(mix(f1, f2, 0.5)); + vec4 r2 = vec4(mix(f3, f4, 0.5)); + + gl_FragColor = vec4(mix(r1, r2, 0.5)); + + +} + ]]></FragmentShader> + </Shader> + </Shaders> + <Passes> + <Pass shader="main" input="[source]" output="[dest]"/> + </Passes> +</Effect> + + |