xref: /OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/sobeledgedetection1.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 "Graphics Shaders: Theory and Practice" (http://cgeducation.org/ShadersBook/)
35
36uniform float dividerValue;
37uniform float mixLevel;
38uniform float resS;
39uniform float resT;
40
41uniform sampler2D source;
42uniform lowp float qt_Opacity;
43varying vec2 qt_TexCoord0;
44
45void main()
46{
47    vec2 uv = qt_TexCoord0.xy;
48    vec4 c = vec4(0.0);
49    if (uv.x < dividerValue) {
50        vec2 st = qt_TexCoord0.st;
51        vec3 irgb = texture2D(source, st).rgb;
52        vec2 stp0 = vec2(1.0 / resS, 0.0);
53        vec2 st0p = vec2(0.0       , 1.0 / resT);
54        vec2 stpp = vec2(1.0 / resS, 1.0 / resT);
55        vec2 stpm = vec2(1.0 / resS, -1.0 / resT);
56        const vec3 W = vec3(0.2125, 0.7154, 0.0721);
57        float i00   = dot(texture2D(source, st).rgb, W);
58        float im1m1 = dot(texture2D(source, st-stpp).rgb, W);
59        float ip1p1 = dot(texture2D(source, st+stpp).rgb, W);
60        float im1p1 = dot(texture2D(source, st-stpm).rgb, W);
61        float ip1m1 = dot(texture2D(source, st+stpm).rgb, W);
62        float im10  = dot(texture2D(source, st-stp0).rgb, W);
63        float ip10  = dot(texture2D(source, st+stp0).rgb, W);
64        float i0m1  = dot(texture2D(source, st-st0p).rgb, W);
65        float i0p1  = dot(texture2D(source, st+st0p).rgb, W);
66        float h = -1.0*im1p1 - 2.0*i0p1 - 1.0*ip1p1 + 1.0*im1m1 + 2.0*i0m1 + 1.0*ip1m1;
67        float v = -1.0*im1m1 - 2.0*im10 - 1.0*im1p1 + 1.0*ip1m1 + 2.0*ip10 + 1.0*ip1p1;
68        float mag = 1.0 - length(vec2(h, v));
69        vec3 target = vec3(mag, mag, mag);
70        c = vec4(target, 1.0);
71    } else {
72        c = texture2D(source, qt_TexCoord0);
73    }
74    gl_FragColor = qt_Opacity * c;
75}
76