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-rw-r--r--src/effects/shaders/+glslcore/brightnesscontrast.frag17
-rw-r--r--src/effects/shaders/+glslcore/colorize.frag60
-rw-r--r--src/effects/shaders/+glslcore/coloroverlay.frag10
-rw-r--r--src/effects/shaders/+glslcore/conicalgradient_mask.frag16
-rw-r--r--src/effects/shaders/+glslcore/conicalgradient_nomask.frag14
-rw-r--r--src/effects/shaders/+glslcore/desaturate.frag11
-rw-r--r--src/effects/shaders/+glslcore/displace.frag29
-rw-r--r--src/effects/shaders/+glslcore/fastblur.frag23
-rw-r--r--src/effects/shaders/+glslcore/fastblur_internal.frag16
-rw-r--r--src/effects/shaders/+glslcore/fastblur_internal.vert18
-rw-r--r--src/effects/shaders/+glslcore/fastglow.frag30
-rw-r--r--src/effects/shaders/+glslcore/fastinnershadow.frag32
-rw-r--r--src/effects/shaders/+glslcore/fastinnershadow_level0.frag15
-rw-r--r--src/effects/shaders/+glslcore/fastmaskedblur.frag53
-rw-r--r--src/effects/shaders/+glslcore/gammaadjust.frag13
-rw-r--r--src/effects/shaders/+glslcore/gaussianinnershadow.frag19
-rw-r--r--src/effects/shaders/+glslcore/gaussianinnershadow_shadow.frag15
-rw-r--r--src/effects/shaders/+glslcore/huesaturation.frag79
-rw-r--r--src/effects/shaders/+glslcore/leveladjust.frag37
-rw-r--r--src/effects/shaders/+glslcore/lineargradient.vert22
-rw-r--r--src/effects/shaders/+glslcore/lineargradient_mask.frag13
-rw-r--r--src/effects/shaders/+glslcore/lineargradient_nomask.frag9
-rw-r--r--src/effects/shaders/+glslcore/opacitymask.frag9
-rw-r--r--src/effects/shaders/+glslcore/opacitymask_invert.frag9
-rw-r--r--src/effects/shaders/+glslcore/radialgradient.vert31
-rw-r--r--src/effects/shaders/+glslcore/radialgradient_mask.frag14
-rw-r--r--src/effects/shaders/+glslcore/radialgradient_nomask.frag11
-rw-r--r--src/effects/shaders/+glslcore/rectangularglow.frag21
-rw-r--r--src/effects/shaders/+glslcore/recursiveblur.frag9
-rw-r--r--src/effects/shaders/+glslcore/recursiveblur.vert15
-rw-r--r--src/effects/shaders/+glslcore/thresholdmask.frag14
31 files changed, 0 insertions, 684 deletions
diff --git a/src/effects/shaders/+glslcore/brightnesscontrast.frag b/src/effects/shaders/+glslcore/brightnesscontrast.frag
deleted file mode 100644
index 414e268..0000000
--- a/src/effects/shaders/+glslcore/brightnesscontrast.frag
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform float brightness;
-uniform float contrast;
-out vec4 fragColor;
-
-void main() {
- vec4 pixelColor = texture(source, qt_TexCoord0);
- pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
- float c = 1.0 + contrast;
- float contrastGainFactor = 1.0 + c * c * c * c * step(0.0, contrast);
- pixelColor.rgb = ((pixelColor.rgb - 0.5) * (contrastGainFactor * contrast + 1.0)) + 0.5;
- pixelColor.rgb = mix(pixelColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
- fragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/colorize.frag b/src/effects/shaders/+glslcore/colorize.frag
deleted file mode 100644
index 67496c6..0000000
--- a/src/effects/shaders/+glslcore/colorize.frag
+++ /dev/null
@@ -1,60 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform float hue;
-uniform float saturation;
-uniform float lightness;
-out vec4 fragColor;
-
-float RGBtoL(vec3 color) {
- float cmin = min(color.r, min(color.g, color.b));
- float cmax = max(color.r, max(color.g, color.b));
- float l = (cmin + cmax) / 2.0;
- return l;
-}
-
-float hueToIntensity(float v1, float v2, float h) {
- h = fract(h);
- if (h < 1.0 / 6.0)
- return v1 + (v2 - v1) * 6.0 * h;
- else if (h < 1.0 / 2.0)
- return v2;
- else if (h < 2.0 / 3.0)
- return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
-
- return v1;
-}
-
-vec3 HSLtoRGB(vec3 color) {
- float h = color.x;
- float l = color.z;
- float s = color.y;
-
- if (s < 1.0 / 256.0)
- return vec3(l, l, l);
-
- float v1;
- float v2;
- if (l < 0.5)
- v2 = l * (1.0 + s);
- else
- v2 = (l + s) - (s * l);
-
- v1 = 2.0 * l - v2;
-
- float d = 1.0 / 3.0;
- float r = hueToIntensity(v1, v2, h + d);
- float g = hueToIntensity(v1, v2, h);
- float b = hueToIntensity(v1, v2, h - d);
- return vec3(r, g, b);
-}
-
-void main() {
- vec4 sample = texture(source, qt_TexCoord0);
- sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
- float light = RGBtoL(sample.rgb);
- float c = step(0.0, lightness);
- sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
- fragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/coloroverlay.frag b/src/effects/shaders/+glslcore/coloroverlay.frag
deleted file mode 100644
index 68c15ab..0000000
--- a/src/effects/shaders/+glslcore/coloroverlay.frag
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform vec4 color;
-out vec4 fragColor;
-void main() {
- vec4 pixelColor = texture(source, qt_TexCoord0);
- fragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/conicalgradient_mask.frag b/src/effects/shaders/+glslcore/conicalgradient_mask.frag
deleted file mode 100644
index 5724ebb..0000000
--- a/src/effects/shaders/+glslcore/conicalgradient_mask.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform sampler2D gradientSource;
-uniform sampler2D maskSource;
-uniform float qt_Opacity;
-uniform float startAngle;
-uniform vec2 center;
-out vec4 fragColor;
-
-void main() {
- float maskAlpha = texture(maskSource, qt_TexCoord0).a;
- const float PI = 3.14159265;
- const float PIx2inv = 0.1591549;
- float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
- fragColor = texture(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/conicalgradient_nomask.frag b/src/effects/shaders/+glslcore/conicalgradient_nomask.frag
deleted file mode 100644
index 89a3278..0000000
--- a/src/effects/shaders/+glslcore/conicalgradient_nomask.frag
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform sampler2D gradientSource;
-uniform float qt_Opacity;
-uniform float startAngle;
-uniform vec2 center;
-out vec4 fragColor;
-
-void main() {
- const float PI = 3.14159265;
- const float PIx2inv = 0.1591549;
- float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
- fragColor = texture(gradientSource, vec2(0.0, fract(a))) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/desaturate.frag b/src/effects/shaders/+glslcore/desaturate.frag
deleted file mode 100644
index c95c0a5..0000000
--- a/src/effects/shaders/+glslcore/desaturate.frag
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform float desaturation;
-out vec4 fragColor;
-void main(void) {
- vec4 textureColor = texture(source, qt_TexCoord0.st);
- float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0;
- fragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/displace.frag b/src/effects/shaders/+glslcore/displace.frag
deleted file mode 100644
index 0a1ba7c..0000000
--- a/src/effects/shaders/+glslcore/displace.frag
+++ /dev/null
@@ -1,29 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform sampler2D displacementSource;
-uniform float displacement;
-uniform float xPixel;
-uniform float yPixel;
-out vec4 fragColor;
-
-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 sample = texture(source, tx);
- sample.rgb *= e1 * e2 * e3 * e4;
- fragColor = sample * qt_Opacity * offset.a;
-}
diff --git a/src/effects/shaders/+glslcore/fastblur.frag b/src/effects/shaders/+glslcore/fastblur.frag
deleted file mode 100644
index d80ba4e..0000000
--- a/src/effects/shaders/+glslcore/fastblur.frag
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 150 core
-uniform sampler2D source1;
-uniform sampler2D source2;
-uniform sampler2D source3;
-uniform sampler2D source4;
-uniform sampler2D source5;
-uniform float weight1;
-uniform float weight2;
-uniform float weight3;
-uniform float weight4;
-uniform float weight5;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord0;
-out vec4 fragColor;
-
-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;
- fragColor = sourceColor * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/fastblur_internal.frag b/src/effects/shaders/+glslcore/fastblur_internal.frag
deleted file mode 100644
index 444e8ca..0000000
--- a/src/effects/shaders/+glslcore/fastblur_internal.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-#version 150 core
-uniform sampler2D source;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord0;
-in vec2 qt_TexCoord1;
-in vec2 qt_TexCoord2;
-in vec2 qt_TexCoord3;
-out vec4 fragColor;
-
-void main() {
- vec4 sourceColor = (texture(source, qt_TexCoord0) +
- texture(source, qt_TexCoord1) +
- texture(source, qt_TexCoord2) +
- texture(source, qt_TexCoord3)) * 0.25;
- fragColor = sourceColor * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/fastblur_internal.vert b/src/effects/shaders/+glslcore/fastblur_internal.vert
deleted file mode 100644
index 1ceb9a2..0000000
--- a/src/effects/shaders/+glslcore/fastblur_internal.vert
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 150 core
-in vec4 qt_Vertex;
-in vec2 qt_MultiTexCoord0;
-uniform mat4 qt_Matrix;
-uniform float yStep;
-uniform float xStep;
-out vec2 qt_TexCoord0;
-out vec2 qt_TexCoord1;
-out vec2 qt_TexCoord2;
-out vec2 qt_TexCoord3;
-
-void main() {
- qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
- qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
- qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
- qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
- gl_Position = qt_Matrix * qt_Vertex;
-}
diff --git a/src/effects/shaders/+glslcore/fastglow.frag b/src/effects/shaders/+glslcore/fastglow.frag
deleted file mode 100644
index 4e18c45..0000000
--- a/src/effects/shaders/+glslcore/fastglow.frag
+++ /dev/null
@@ -1,30 +0,0 @@
-#version 150 core
-uniform sampler2D source1;
-uniform sampler2D source2;
-uniform sampler2D source3;
-uniform sampler2D source4;
-uniform sampler2D source5;
-uniform float weight1;
-uniform float weight2;
-uniform float weight3;
-uniform float weight4;
-uniform float weight5;
-uniform vec4 color;
-uniform float spread;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord0;
-out vec4 fragColor;
-
-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;
-}
diff --git a/src/effects/shaders/+glslcore/fastinnershadow.frag b/src/effects/shaders/+glslcore/fastinnershadow.frag
deleted file mode 100644
index cf3f166..0000000
--- a/src/effects/shaders/+glslcore/fastinnershadow.frag
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 150 core
-uniform sampler2D original;
-uniform sampler2D source1;
-uniform sampler2D source2;
-uniform sampler2D source3;
-uniform sampler2D source4;
-uniform sampler2D source5;
-uniform float weight1;
-uniform float weight2;
-uniform float weight3;
-uniform float weight4;
-uniform float weight5;
-uniform vec4 color;
-uniform float spread;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord0;
-out vec4 fragColor;
-
-float linearstep(float e0, float e1, float x) {
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main() {
- vec4 shadowColor = texture(source1, qt_TexCoord0) * weight1;
- shadowColor += texture(source2, qt_TexCoord0) * weight2;
- shadowColor += texture(source3, qt_TexCoord0) * weight3;
- shadowColor += texture(source4, qt_TexCoord0) * weight4;
- shadowColor += texture(source5, qt_TexCoord0) * weight5;
- vec4 originalColor = texture(original, qt_TexCoord0);
- shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
- fragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/fastinnershadow_level0.frag b/src/effects/shaders/+glslcore/fastinnershadow_level0.frag
deleted file mode 100644
index 4449bb0..0000000
--- a/src/effects/shaders/+glslcore/fastinnershadow_level0.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform vec4 color;
-uniform float horizontalOffset;
-uniform float verticalOffset;
-out vec4 fragColor;
-
-void main(void) {
- vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
- float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
- float eb = 1.0 - ea;
- fragColor = (eb * color + ea * color * (1.0 - texture(source, pos).a)) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/fastmaskedblur.frag b/src/effects/shaders/+glslcore/fastmaskedblur.frag
deleted file mode 100644
index ae4d628..0000000
--- a/src/effects/shaders/+glslcore/fastmaskedblur.frag
+++ /dev/null
@@ -1,53 +0,0 @@
-#version 150 core
-uniform sampler2D mask;
-uniform sampler2D source1;
-uniform sampler2D source2;
-uniform sampler2D source3;
-uniform sampler2D source4;
-uniform sampler2D source5;
-uniform sampler2D source6;
-uniform float lod;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord0;
-out vec4 fragColor;
-
-float weight(float v) {
- if (v <= 0.0)
- return 1.0;
-
- if (v >= 0.5)
- return 0.0;
-
- return 1.0 - v * 2.0;
-}
-
-void main() {
-
- vec4 maskColor = texture(mask, qt_TexCoord0);
- float l = lod * maskColor.a;
-
- float w1 = weight(abs(l - 0.100));
- float w2 = weight(abs(l - 0.300));
- float w3 = weight(abs(l - 0.500));
- float w4 = weight(abs(l - 0.700));
- float w5 = weight(abs(l - 0.900));
- float w6 = weight(abs(l - 1.100));
-
- float sum = w1 + w2 + w3 + w4 + w5 + w6;
- float weight1 = w1 / sum;
- float weight2 = w2 / sum;
- float weight3 = w3 / sum;
- float weight4 = w4 / sum;
- float weight5 = w5 / sum;
- float weight6 = w6 / sum;
-
- 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 += texture(source6, qt_TexCoord0) * weight6;
-
- fragColor = sourceColor * qt_Opacity;
-
-}
diff --git a/src/effects/shaders/+glslcore/gammaadjust.frag b/src/effects/shaders/+glslcore/gammaadjust.frag
deleted file mode 100644
index 7efdd89..0000000
--- a/src/effects/shaders/+glslcore/gammaadjust.frag
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform float gamma;
-out vec4 fragColor;
-
-void main(void) {
- vec4 originalColor = texture(source, qt_TexCoord0.st);
- originalColor.rgb = originalColor.rgb / max(1.0/256.0, originalColor.a);
- vec3 adjustedColor = pow(originalColor.rgb, vec3(gamma));
- fragColor = vec4(adjustedColor * originalColor.a, originalColor.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/gaussianinnershadow.frag b/src/effects/shaders/+glslcore/gaussianinnershadow.frag
deleted file mode 100644
index 8b8c863..0000000
--- a/src/effects/shaders/+glslcore/gaussianinnershadow.frag
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 150 core
-uniform sampler2D original;
-uniform sampler2D shadow;
-uniform float qt_Opacity;
-uniform float spread;
-uniform vec4 color;
-in vec2 qt_TexCoord0;
-out vec4 fragColor;
-
-float linearstep(float e0, float e1, float x) {
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main(void) {
- vec4 originalColor = texture(original, qt_TexCoord0);
- vec4 shadowColor = texture(shadow, qt_TexCoord0);
- shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
- fragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/gaussianinnershadow_shadow.frag b/src/effects/shaders/+glslcore/gaussianinnershadow_shadow.frag
deleted file mode 100644
index d511daf..0000000
--- a/src/effects/shaders/+glslcore/gaussianinnershadow_shadow.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 150 core
-uniform sampler2D original;
-uniform float qt_Opacity;
-uniform vec4 color;
-uniform float horizontalOffset;
-uniform float verticalOffset;
-in vec2 qt_TexCoord0;
-out vec4 fragColor;
-
-void main(void) {
- vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
- float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
- float eb = 1.0 - ea;
- fragColor = eb * color + ea * color * (1.0 - texture(original, pos).a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/huesaturation.frag b/src/effects/shaders/+glslcore/huesaturation.frag
deleted file mode 100644
index c593dcb..0000000
--- a/src/effects/shaders/+glslcore/huesaturation.frag
+++ /dev/null
@@ -1,79 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform vec3 hsl;
-out vec4 fragColor;
-
-vec3 RGBtoHSL(vec3 color) {
- float cmin = min(color.r, min(color.g, color.b));
- float cmax = max(color.r, max(color.g, color.b));
- float h = 0.0;
- float s = 0.0;
- float l = (cmin + cmax) / 2.0;
- float diff = cmax - cmin;
-
- if (diff > 1.0 / 256.0) {
- if (l < 0.5)
- s = diff / (cmin + cmax);
- else
- s = diff / (2.0 - (cmin + cmax));
-
- if (color.r == cmax)
- h = (color.g - color.b) / diff;
- else if (color.g == cmax)
- h = 2.0 + (color.b - color.r) / diff;
- else
- h = 4.0 + (color.r - color.g) / diff;
-
- h /= 6.0;
- }
- return vec3(h, s, l);
-}
-
-float hueToIntensity(float v1, float v2, float h) {
- h = fract(h);
- if (h < 1.0 / 6.0)
- return v1 + (v2 - v1) * 6.0 * h;
- else if (h < 1.0 / 2.0)
- return v2;
- else if (h < 2.0 / 3.0)
- return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
-
- return v1;
-}
-
-vec3 HSLtoRGB(vec3 color) {
- float h = color.x;
- float l = color.z;
- float s = color.y;
-
- if (s < 1.0 / 256.0)
- return vec3(l);
-
- float v1;
- float v2;
- if (l < 0.5)
- v2 = l * (1.0 + s);
- else
- v2 = (l + s) - (s * l);
-
- v1 = 2.0 * l - v2;
-
- float d = 1.0 / 3.0;
- float r = hueToIntensity(v1, v2, h + d);
- float g = hueToIntensity(v1, v2, h);
- float b = hueToIntensity(v1, v2, h - d);
- return vec3(r, g, b);
-}
-
-void main() {
- vec4 sample = texture(source, qt_TexCoord0);
- sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
- sample.rgb = mix(vec3(dot(sample.rgb, vec3(0.2125, 0.7154, 0.0721))), sample.rgb, 1.0 + hsl.y);
- sample.xyz = RGBtoHSL(sample.rgb);
- sample.rgb = HSLtoRGB(vec3(sample.x + hsl.x, sample.y, sample.z));
- float c = step(0.0, hsl.z);
- sample.rgb = mix(sample.rgb, vec3(c), abs(hsl.z));
- fragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/leveladjust.frag b/src/effects/shaders/+glslcore/leveladjust.frag
deleted file mode 100644
index 67370ec..0000000
--- a/src/effects/shaders/+glslcore/leveladjust.frag
+++ /dev/null
@@ -1,37 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform vec3 minimumInputRGB;
-uniform vec3 maximumInputRGB;
-uniform float minimumInputAlpha;
-uniform float maximumInputAlpha;
-uniform vec3 minimumOutputRGB;
-uniform vec3 maximumOutputRGB;
-uniform float minimumOutputAlpha;
-uniform float maximumOutputAlpha;
-uniform vec3 gamma;
-out vec4 fragColor;
-
-float linearstep(float e0, float e1, float x) {
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main(void) {
- vec4 textureColor = texture(source, qt_TexCoord0.st);
- vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);
-
- color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
- color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
- color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
- color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);
-
- color.rgb = pow(color.rgb, gamma);
-
- color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
- color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
- color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
- color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);
-
- fragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/lineargradient.vert b/src/effects/shaders/+glslcore/lineargradient.vert
deleted file mode 100644
index 4764f7e..0000000
--- a/src/effects/shaders/+glslcore/lineargradient.vert
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 150 core
-in vec4 qt_Vertex;
-in vec2 qt_MultiTexCoord0;
-uniform mat4 qt_Matrix;
-out vec2 qt_TexCoord0;
-out vec2 qt_TexCoord1;
-uniform vec2 startPoint;
-uniform float l;
-uniform vec2 matrixData;
-
-void main() {
- mat2 rot = mat2(matrixData.y, -matrixData.x,
- matrixData.x, matrixData.y);
-
- qt_TexCoord0 = qt_MultiTexCoord0;
-
- qt_TexCoord1 = qt_MultiTexCoord0 * l;
- qt_TexCoord1 -= startPoint * l;
- qt_TexCoord1 *= rot;
-
- gl_Position = qt_Matrix * qt_Vertex;
-}
diff --git a/src/effects/shaders/+glslcore/lineargradient_mask.frag b/src/effects/shaders/+glslcore/lineargradient_mask.frag
deleted file mode 100644
index 351ff33..0000000
--- a/src/effects/shaders/+glslcore/lineargradient_mask.frag
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 150 core
-uniform sampler2D source;
-uniform sampler2D maskSource;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord0;
-in vec2 qt_TexCoord1;
-out vec4 fragColor;
-
-void main() {
- vec4 gradientColor = texture(source, qt_TexCoord1);
- float maskAlpha = texture(maskSource, qt_TexCoord0).a;
- fragColor = gradientColor * maskAlpha * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/lineargradient_nomask.frag b/src/effects/shaders/+glslcore/lineargradient_nomask.frag
deleted file mode 100644
index 4ca8ebe..0000000
--- a/src/effects/shaders/+glslcore/lineargradient_nomask.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 150 core
-uniform sampler2D source;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord1;
-out vec4 fragColor;
-
-void main() {
- fragColor = texture(source, qt_TexCoord1) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/opacitymask.frag b/src/effects/shaders/+glslcore/opacitymask.frag
deleted file mode 100644
index 629f82c..0000000
--- a/src/effects/shaders/+glslcore/opacitymask.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform sampler2D maskSource;
-out vec4 fragColor;
-void main(void) {
- fragColor = texture(source, qt_TexCoord0.st) * (texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/opacitymask_invert.frag b/src/effects/shaders/+glslcore/opacitymask_invert.frag
deleted file mode 100644
index c8090a4..0000000
--- a/src/effects/shaders/+glslcore/opacitymask_invert.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform sampler2D maskSource;
-out vec4 fragColor;
-void main(void) {
- fragColor = texture(source, qt_TexCoord0.st) * (1.0 - texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/radialgradient.vert b/src/effects/shaders/+glslcore/radialgradient.vert
deleted file mode 100644
index 8179122..0000000
--- a/src/effects/shaders/+glslcore/radialgradient.vert
+++ /dev/null
@@ -1,31 +0,0 @@
-#version 150 core
-in vec4 qt_Vertex;
-in vec2 qt_MultiTexCoord0;
-uniform mat4 qt_Matrix;
-uniform vec2 matrixData;
-uniform float horizontalRatio;
-uniform float verticalRatio;
-uniform vec2 center;
-out vec2 qt_TexCoord0;
-out vec2 qt_TexCoord1;
-out vec2 centerPoint;
-
-void main() {
- vec2 ratio = vec2(horizontalRatio, verticalRatio);
-
- // Rotation matrix
- mat2 rot = mat2(matrixData.y, -matrixData.x,
- matrixData.x, matrixData.y);
-
- qt_TexCoord0 = qt_MultiTexCoord0;
-
- qt_TexCoord1 = qt_MultiTexCoord0;
- qt_TexCoord1 -= center;
- qt_TexCoord1 *= rot;
- qt_TexCoord1 += center;
- qt_TexCoord1 *= ratio;
-
- centerPoint = center * ratio;
-
- gl_Position = qt_Matrix * qt_Vertex;
-}
diff --git a/src/effects/shaders/+glslcore/radialgradient_mask.frag b/src/effects/shaders/+glslcore/radialgradient_mask.frag
deleted file mode 100644
index 11a3395..0000000
--- a/src/effects/shaders/+glslcore/radialgradient_mask.frag
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 150 core
-uniform sampler2D gradientImage;
-uniform sampler2D maskSource;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord0;
-in vec2 qt_TexCoord1;
-in vec2 centerPoint;
-out vec4 fragColor;
-
-void main() {
- vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
- float maskAlpha = texture(maskSource, qt_TexCoord0).a;
- fragColor = gradientColor * maskAlpha * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/radialgradient_nomask.frag b/src/effects/shaders/+glslcore/radialgradient_nomask.frag
deleted file mode 100644
index 455777b..0000000
--- a/src/effects/shaders/+glslcore/radialgradient_nomask.frag
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 150 core
-uniform sampler2D gradientImage;
-uniform float qt_Opacity;
-in vec2 qt_TexCoord1;
-in vec2 centerPoint;
-out vec4 fragColor;
-
-void main() {
- vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint)));
- fragColor = gradientColor * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/rectangularglow.frag b/src/effects/shaders/+glslcore/rectangularglow.frag
deleted file mode 100644
index f749519..0000000
--- a/src/effects/shaders/+glslcore/rectangularglow.frag
+++ /dev/null
@@ -1,21 +0,0 @@
-#version 150 core
-uniform float qt_Opacity;
-uniform float relativeSizeX;
-uniform float relativeSizeY;
-uniform float spread;
-uniform vec4 color;
-in vec2 qt_TexCoord0;
-out vec4 fragColor;
-
-float linearstep(float e0, float e1, float x) {
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main() {
- float alpha =
- smoothstep(0.0, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
- smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));
-
- float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha);
- fragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier;
-}
diff --git a/src/effects/shaders/+glslcore/recursiveblur.frag b/src/effects/shaders/+glslcore/recursiveblur.frag
deleted file mode 100644
index ff47b7c..0000000
--- a/src/effects/shaders/+glslcore/recursiveblur.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-out vec4 fragColor;
-
-void main() {
- fragColor = texture(source, qt_TexCoord0) * qt_Opacity;
-}
diff --git a/src/effects/shaders/+glslcore/recursiveblur.vert b/src/effects/shaders/+glslcore/recursiveblur.vert
deleted file mode 100644
index 3dc3a0b..0000000
--- a/src/effects/shaders/+glslcore/recursiveblur.vert
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 150 core
-in vec4 qt_Vertex;
-in vec2 qt_MultiTexCoord0;
-uniform mat4 qt_Matrix;
-uniform float expandX;
-uniform float expandY;
-out vec2 qt_TexCoord0;
-
-void main() {
- vec2 texCoord = qt_MultiTexCoord0;
- texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
- texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
- qt_TexCoord0 = texCoord;
- gl_Position = qt_Matrix * qt_Vertex;
-}
diff --git a/src/effects/shaders/+glslcore/thresholdmask.frag b/src/effects/shaders/+glslcore/thresholdmask.frag
deleted file mode 100644
index 5b331d8..0000000
--- a/src/effects/shaders/+glslcore/thresholdmask.frag
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 150 core
-in vec2 qt_TexCoord0;
-uniform float qt_Opacity;
-uniform sampler2D source;
-uniform sampler2D maskSource;
-uniform float threshold;
-uniform float spread;
-out vec4 fragColor;
-
-void main(void) {
- vec4 colorFragment = texture(source, qt_TexCoord0.st);
- vec4 maskFragment = texture(maskSource, qt_TexCoord0.st);
- fragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity;
-}