xref: /OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/toon.fsh (revision 4882a59341e53eb6f0b4789bf948001014eff981)
1/****************************************************************************
2**
3** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies).
4** Contact: http://www.qt.io/licensing/
5**
6** This file is part of the Qt Mobility Components.
7**
8** $QT_BEGIN_LICENSE:LGPL21$
9** Commercial License Usage
10** Licensees holding valid commercial Qt licenses may use this file in
11** accordance with the commercial license agreement provided with the
12** Software or, alternatively, in accordance with the terms contained in
13** a written agreement between you and The Qt Company. For licensing terms
14** and conditions see http://www.qt.io/terms-conditions. For further
15** information use the contact form at http://www.qt.io/contact-us.
16**
17** GNU Lesser General Public License Usage
18** Alternatively, this file may be used under the terms of the GNU Lesser
19** General Public License version 2.1 or version 3 as published by the Free
20** Software Foundation and appearing in the file LICENSE.LGPLv21 and
21** LICENSE.LGPLv3 included in the packaging of this file. Please review the
22** following information to ensure the GNU Lesser General Public License
23** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
24** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
25**
26** As a special exception, The Qt Company gives you certain additional
27** rights. These rights are described in The Qt Company LGPL Exception
28** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
29**
30** $QT_END_LICENSE$
31**
32****************************************************************************/
33
34// Based on http://www.geeks3d.com/20101029/shader-library-pixelation-post-processing-effect-glsl/
35
36uniform float dividerValue;
37uniform float threshold;
38uniform float resS;
39uniform float resT;
40uniform float magTol;
41uniform float quantize;
42
43uniform sampler2D source;
44uniform lowp float qt_Opacity;
45varying vec2 qt_TexCoord0;
46
47void main()
48{
49    vec4 color = vec4(1.0, 0.0, 0.0, 1.1);
50    vec2 uv = qt_TexCoord0.xy;
51    if (uv.x < dividerValue) {
52        vec2 st = qt_TexCoord0.st;
53        vec3 rgb = texture2D(source, st).rgb;
54        vec2 stp0 = vec2(1.0/resS,  0.0);
55        vec2 st0p = vec2(0.0     ,  1.0/resT);
56        vec2 stpp = vec2(1.0/resS,  1.0/resT);
57        vec2 stpm = vec2(1.0/resS, -1.0/resT);
58        float i00 =   dot( texture2D(source, st).rgb, vec3(0.2125,0.7154,0.0721));
59        float im1m1 = dot( texture2D(source, st-stpp).rgb, vec3(0.2125,0.7154,0.0721));
60        float ip1p1 = dot( texture2D(source, st+stpp).rgb, vec3(0.2125,0.7154,0.0721));
61        float im1p1 = dot( texture2D(source, st-stpm).rgb, vec3(0.2125,0.7154,0.0721));
62        float ip1m1 = dot( texture2D(source, st+stpm).rgb, vec3(0.2125,0.7154,0.0721));
63        float im10 =  dot( texture2D(source, st-stp0).rgb, vec3(0.2125,0.7154,0.0721));
64        float ip10 =  dot( texture2D(source, st+stp0).rgb, vec3(0.2125,0.7154,0.0721));
65        float i0m1 =  dot( texture2D(source, st-st0p).rgb, vec3(0.2125,0.7154,0.0721));
66        float i0p1 =  dot( texture2D(source, st+st0p).rgb, vec3(0.2125,0.7154,0.0721));
67        float h = -1.*im1p1 - 2.*i0p1 - 1.*ip1p1  +  1.*im1m1 + 2.*i0m1 + 1.*ip1m1;
68        float v = -1.*im1m1 - 2.*im10 - 1.*im1p1  +  1.*ip1m1 + 2.*ip10 + 1.*ip1p1;
69        float mag = sqrt(h*h + v*v);
70        if (mag > magTol) {
71            color = vec4(0.0, 0.0, 0.0, 1.0);
72        }
73        else {
74            rgb.rgb *= quantize;
75            rgb.rgb += vec3(0.5, 0.5, 0.5);
76            ivec3 irgb = ivec3(rgb.rgb);
77            rgb.rgb = vec3(irgb) / quantize;
78            color = vec4(rgb, 1.0);
79        }
80    } else {
81        color = texture2D(source, uv);
82    }
83    gl_FragColor = qt_Opacity * color;
84}
85