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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick
import QtQuick3D
Effect {
readonly property TextureInput downsample2: TextureInput {
texture: Texture {}
}
readonly property TextureInput downsample4: TextureInput {
texture: Texture {}
}
property real gamma: 1 // 0.1 - 4
property real exposure: 0 // -9 - 9
readonly property real exposureExp2: Math.pow(2, exposure)
property real bloomThreshold: 1
property real blurFalloff: 0 // 0 - 10
readonly property real negativeBlurFalloffExp2: Math.pow(2, -blurFalloff)
property real tonemappingLerp: 1 // 0 - 1
property real channelThreshold: 1
readonly property real poissonRotation: 0
readonly property real poissonDistance: 4
Shader {
id: luminosityVert
stage: Shader.Vertex
shader: "qrc:/qtquick3deffects/shaders/luminosity.vert"
}
Shader {
id: luminosityFrag
stage: Shader.Fragment
shader: "qrc:/qtquick3deffects/shaders/luminosity.frag"
}
Shader {
id: blurVert
stage: Shader.Vertex
shader: "qrc:/qtquick3deffects/shaders/poissonblur.vert"
}
Shader {
id: blurFrag
stage: Shader.Fragment
shader: "qrc:/qtquick3deffects/shaders/poissonblur.frag"
}
Shader {
id: combiner
stage: Shader.Fragment
shader: "qrc:/qtquick3deffects/shaders/combiner.frag"
}
Buffer {
id: luminosity_buffer2
name: "luminosity_buffer2"
format: Buffer.RGBA8
textureFilterOperation: Buffer.Linear
textureCoordOperation: Buffer.ClampToEdge
bufferFlags: Buffer.None
sizeMultiplier: 0.5
}
Buffer {
id: downsample_buffer2
name: "downsample_buffer2"
format: Buffer.RGBA8
textureFilterOperation: Buffer.Linear
textureCoordOperation: Buffer.ClampToEdge
bufferFlags: Buffer.None
sizeMultiplier: 0.5
}
Buffer {
id: downsample_buffer4
name: "downsample_buffer4"
format: Buffer.RGBA8
textureFilterOperation: Buffer.Linear
textureCoordOperation: Buffer.ClampToEdge
bufferFlags: Buffer.None
sizeMultiplier: 0.25
}
passes: [
Pass {
shaders: [ luminosityVert, luminosityFrag ]
output: downsample_buffer2
},
Pass {
shaders: [ luminosityVert, luminosityFrag ]
commands: BufferInput {
buffer: downsample_buffer2
}
output: luminosity_buffer2
},
Pass {
shaders: [ blurVert, blurFrag ]
commands: BufferInput {
buffer: luminosity_buffer2
}
output: downsample_buffer2
},
Pass {
shaders: [ blurVert, blurFrag ]
commands: [
SetUniformValue {
target: "poissonRotation"
value: 0.62831
},
BufferInput {
buffer: luminosity_buffer2
}
]
output: downsample_buffer4
},
Pass {
shaders: [ combiner ]
commands: [
BufferInput {
sampler: "downsample2"
buffer: downsample_buffer2
},
BufferInput {
sampler: "downsample4"
buffer: downsample_buffer4
}
]
}
]
}
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