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://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html 35 36uniform float dividerValue; 37uniform float amount; 38const float step_w = 0.0015625; 39const float step_h = 0.0027778; 40 41uniform sampler2D source; 42uniform lowp float qt_Opacity; 43varying vec2 qt_TexCoord0; 44 45vec3 sharpen(vec3 t1, vec3 t2, vec3 t3, vec3 t4, vec3 t5, vec3 t6, vec3 t7, vec3 t8, vec3 t9) 46{ 47 return -t1 - t2 - t3 - t4 + amount * t5 - t6 - t7 - t8 - t9; 48} 49 50void main() 51{ 52 vec2 uv = qt_TexCoord0.xy; 53 vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb; 54 vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb; 55 vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb; 56 vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb; 57 vec3 t5 = texture2D(source, uv).rgb; 58 vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb; 59 vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb; 60 vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb; 61 vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb; 62 vec3 col = sharpen(t1, t2, t3, t4, t5, t6, t7, t8, t9); 63 if (uv.x < dividerValue) 64 gl_FragColor = qt_Opacity * vec4(col, 1.0); 65 else 66 gl_FragColor = qt_Opacity * texture2D(source, uv); 67} 68