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authorAlexandru Croitor <[email protected]>2021-08-12 11:24:12 +0200
committerAlexandru Croitor <[email protected]>2021-08-12 17:51:01 +0200
commit425911d07fc8c3bb899226a1355c38a166b5e1de (patch)
tree1d5e0e5ae3ec66b10920bb9104e7d12c69b4a52f /src/effects/shaders_ng/fastglow.frag
parent59ab3e11433a5157aac0f3af7c0d7fe70a373373 (diff)
Remove qtgraphicaleffects sources and add note about its state in Qt 6HEADdev
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/fastglow.frag')
-rw-r--r--src/effects/shaders_ng/fastglow.frag40
1 files changed, 0 insertions, 40 deletions
diff --git a/src/effects/shaders_ng/fastglow.frag b/src/effects/shaders_ng/fastglow.frag
deleted file mode 100644
index fa19239..0000000
--- a/src/effects/shaders_ng/fastglow.frag
+++ /dev/null
@@ -1,40 +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;
- vec4 color;
- float spread;
- float weight1;
- float weight2;
- float weight3;
- float weight4;
- float weight5;
-};
-
-layout(binding = 1) uniform sampler2D source1;
-layout(binding = 2) uniform sampler2D source2;
-layout(binding = 3) uniform sampler2D source3;
-layout(binding = 4) uniform sampler2D source4;
-layout(binding = 5) uniform sampler2D source5;
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1;
- sourceColor += texture(source2, qt_TexCoord0) * weight2;
- sourceColor += texture(source3, qt_TexCoord0) * weight3;
- sourceColor += texture(source4, qt_TexCoord0) * weight4;
- sourceColor += texture(source5, qt_TexCoord0) * weight5;
- sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a));
- fragColor = sourceColor * qt_Opacity;
-}