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authorPasi Keränen <pasi.keranen@qt.io>2019-06-06 16:22:02 +0300
committerPasi Keränen <pasi.keranen@qt.io>2019-06-07 13:52:44 +0300
commitb4954701093739e7a4e54a0669f306922d0d4605 (patch)
tree73d71319a921234f6b507c9098fdc842f7fe06dc /Studio/Content/Effect Library/Blur.effect
parent8548a5f5579e3eee7e5ae6b1f6901dcc8bfee19e (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.effect47
1 files changed, 47 insertions, 0 deletions
diff --git a/Studio/Content/Effect Library/Blur.effect b/Studio/Content/Effect Library/Blur.effect
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+<?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>
+
+