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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#version 440
layout(location = 0) in vec2 texCoord;
#if defined(SHADOW)
layout(location = 1) in vec2 shadowTexCoord;
#endif
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float shadowScale;
vec2 shadowOffset;
vec2 centerOffset;
float contrast;
float brightness;
float saturation;
vec4 colorizationColor;
vec4 blurWeight1;
vec2 blurWeight2;
vec4 mask;
float maskInverted;
vec4 shadowColor;
vec4 shadowBlurWeight1;
vec2 shadowBlurWeight2;
};
layout(binding = 1) uniform sampler2D src;
#if defined(BLUR) || defined(SHADOW)
#if defined(BL1)
layout(binding = 2) uniform sampler2D blurSrc1;
layout(binding = 3) uniform sampler2D blurSrc2;
layout(binding = 4) uniform sampler2D blurSrc3;
#endif
#if defined(BL2)
layout(binding = 5) uniform sampler2D blurSrc4;
#endif
#if defined(BL3)
layout(binding = 6) uniform sampler2D blurSrc5;
#endif
#endif // BLUR || SHADOW
#if defined(MASK)
#if defined(BL3)
layout(binding = 7) uniform sampler2D maskSrc;
#elif defined(BL2)
layout(binding = 6) uniform sampler2D maskSrc;
#elif defined(BL1)
layout(binding = 5) uniform sampler2D maskSrc;
#else // BL0 or no blur or shadow
layout(binding = 2) uniform sampler2D maskSrc;
#endif
#endif
void main() {
#if !defined(BLUR)
vec4 color = texture(src, texCoord);
#else // BLUR
vec4 color = texture(src, texCoord) * blurWeight1[0];
#if defined(BL1)
color += texture(blurSrc1, texCoord) * blurWeight1[1];
color += texture(blurSrc2, texCoord) * blurWeight1[2];
color += texture(blurSrc3, texCoord) * blurWeight1[3];
#endif
#if defined(BL2)
color += texture(blurSrc4, texCoord) * blurWeight2[0];
#endif
#if defined(BL3)
color += texture(blurSrc5, texCoord) * blurWeight2[1];
#endif
#endif // BLUR
// contrast, brightness, saturation and colorization
color.rgb = (color.rgb - 0.5 * color.a) * (1.0 + contrast) + 0.5 * color.a;
color.rgb += brightness * color.a;
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
color.rgb = gray * colorizationColor.rgb * colorizationColor.a + color.rgb * (1.0 - colorizationColor.a);
color.rgb = mix(vec3(gray), color.rgb, 1.0 + saturation);
#if defined(SHADOW)
#if defined(BL0)
float shadow = texture(src, shadowTexCoord).a;
#endif
#if defined(BL1)
float shadow = texture(src, shadowTexCoord).a * shadowBlurWeight1[0];
shadow += texture(blurSrc1, shadowTexCoord).a * shadowBlurWeight1[1];
shadow += texture(blurSrc2, shadowTexCoord).a * shadowBlurWeight1[2];
shadow += texture(blurSrc3, shadowTexCoord).a * shadowBlurWeight1[3];
#endif
#if defined(BL2)
shadow += texture(blurSrc4, shadowTexCoord).a * shadowBlurWeight2[0];
#endif
#if defined(BL3)
shadow += texture(blurSrc5, shadowTexCoord).a * shadowBlurWeight2[1];
#endif
float aa = color.a + (1.0 - color.a) * (1.0 - shadow);
aa = min(1.0, aa);
color = mix(shadowColor, color, aa);
#endif // SHADOW
#if defined(MASK)
float alphaMask = texture(maskSrc, texCoord).a;
float m1 = smoothstep(mask[0], mask[1], alphaMask);
float m2 = smoothstep(mask[2], mask[3], (1.0 - alphaMask));
float mm = m1 * m2;
color *= (1.0 - maskInverted) * mm + maskInverted * (1.0 - mm);
#endif // MASK
fragColor = color * qt_Opacity;
}
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