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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 {
id: effectRoot
// there are only here to get the sampler2Ds declared in the shader
readonly property TextureInput sprite: TextureInput {
texture: Texture {}
}
readonly property TextureInput glowSampler: TextureInput {
texture: Texture {}
}
property real fadeAmount: 0.25 // 0 - 1
property real blurQuality: 0.25 // 0.1 - 1.0
Shader {
id: vblurVert
stage: Shader.Vertex
shader: "qrc:/qtquick3deffects/shaders/motionblurvertical.vert"
}
Shader {
id: vblurFrag
stage: Shader.Fragment
shader: "qrc:/qtquick3deffects/shaders/motionblurvertical.frag"
}
Shader {
id: hblurVert
stage: Shader.Vertex
shader: "qrc:/qtquick3deffects/shaders/motionblurhorizontal.vert"
}
Shader {
id: hblurFrag
stage: Shader.Fragment
shader: "qrc:/qtquick3deffects/shaders/motionblurhorizontal.frag"
}
Shader {
id: blend
stage: Shader.Fragment
shader: "qrc:/qtquick3deffects/shaders/blend.frag"
}
Buffer {
id: glowBuffer
name: "glowBuffer"
format: Buffer.RGBA8
textureFilterOperation: Buffer.Nearest
textureCoordOperation: Buffer.ClampToEdge
bufferFlags: Buffer.SceneLifetime
sizeMultiplier: effectRoot.blurQuality
}
Buffer {
id: tempBuffer
name: "tempBuffer"
format: Buffer.RGBA8
textureFilterOperation: Buffer.Linear
textureCoordOperation: Buffer.ClampToEdge
bufferFlags: Buffer.None
sizeMultiplier: effectRoot.blurQuality
}
passes: [
Pass {
shaders: [ hblurVert, hblurFrag ]
commands: [
BufferInput {
// Expose the initially empty glowBuffer texture under the
// sampler2D glowSampler in the shader. Note the
// SceneLifetime and that the next pass writes to the same
// texture (accumulate).
sampler: "glowSampler"
buffer: glowBuffer
}
]
output: tempBuffer
},
Pass {
shaders: [ vblurVert, vblurFrag ]
commands: [
// the texture for tempBuffer will be INPUT in this pass
BufferInput {
buffer: tempBuffer
}
]
output: glowBuffer
},
Pass {
shaders: [ blend ]
commands: [
// the texture for glowBuffer will be INPUT in this pass
BufferInput {
buffer: glowBuffer
},
// the input texture (that would normally be INPUT) for this pass is exposed to the shader as sprite
BufferInput {
sampler: "sprite"
}
]
}
]
}
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