diff options
author | Alexandru Croitor <[email protected]> | 2021-08-12 11:24:12 +0200 |
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committer | Alexandru Croitor <[email protected]> | 2021-08-12 17:51:01 +0200 |
commit | 425911d07fc8c3bb899226a1355c38a166b5e1de (patch) | |
tree | 1d5e0e5ae3ec66b10920bb9104e7d12c69b4a52f /src/effects/shaders_ng/displace.frag | |
parent | 59ab3e11433a5157aac0f3af7c0d7fe70a373373 (diff) |
Add a README.md mentioning the documentation on where the ported
effects can be found, as well as how to check out the Qt5 branch.
Pick-to: 6.2
Fixes: QTBUG-95757
Change-Id: Ib47c7e73f8622c8e287df0f74c6f16a5113b357e
Reviewed-by: Tor Arne Vestbø <[email protected]>
Reviewed-by: Volker Hilsheimer <[email protected]>
Diffstat (limited to 'src/effects/shaders_ng/displace.frag')
-rw-r--r-- | src/effects/shaders_ng/displace.frag | 39 |
1 files changed, 0 insertions, 39 deletions
diff --git a/src/effects/shaders_ng/displace.frag b/src/effects/shaders_ng/displace.frag deleted file mode 100644 index df6bc78..0000000 --- a/src/effects/shaders_ng/displace.frag +++ /dev/null @@ -1,39 +0,0 @@ -#version 440 - -layout(location = 0) in vec2 qt_TexCoord0; -layout(location = 0) out vec4 fragColor; - -layout(std140, binding = 0) uniform buf { - // qt_Matrix and qt_Opacity must always be both present - // if the built-in vertex shader is used. - mat4 qt_Matrix; - float qt_Opacity; - float displacement; - float xPixel; - float yPixel; -}; - -layout(binding = 1) uniform sampler2D source; -layout(binding = 2) uniform sampler2D displacementSource; - -float linearstep(float e0, float e1, float x) -{ - return clamp((x - e0) / (e1 - e0), 0.0, 1.0); -} - -void main() -{ - vec4 offset = texture(displacementSource, qt_TexCoord0); - offset.xy -= vec2(0.5, 0.5); - offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy)); - vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement); - - float e1 = linearstep(0.0, xPixel, tx.x); - float e2 = linearstep(0.0, yPixel, tx.y); - float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x); - float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y); - - vec4 samp = texture(source, tx); - samp.rgb *= e1 * e2 * e3 * e4; - fragColor = samp * qt_Opacity * offset.a; -} |