diff options
Diffstat (limited to 'src/effects/shaders/+glslcore')
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; -} |