emboss.fsh 3.5 KB

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  1. /****************************************************************************
  2. **
  3. ** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
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  8. ** $QT_BEGIN_LICENSE:BSD$
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  49. ****************************************************************************/
  50. // Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html
  51. const float step_w = 0.0015625;
  52. const float step_h = 0.0027778;
  53. uniform sampler2D source;
  54. uniform lowp float qt_Opacity;
  55. varying vec2 qt_TexCoord0;
  56. void main()
  57. {
  58. vec2 uv = qt_TexCoord0.xy;
  59. vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb;
  60. vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb;
  61. vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb;
  62. vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb;
  63. vec3 t5 = texture2D(source, uv).rgb;
  64. vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb;
  65. vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb;
  66. vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb;
  67. vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb;
  68. vec3 rr = -4.0 * t1 - 4.0 * t2 - 4.0 * t4 + 12.0 * t5;
  69. float y = (rr.r + rr.g + rr.b) / 3.0;
  70. vec3 col = vec3(y, y, y) + 0.3;
  71. gl_FragColor = qt_Opacity * vec4(col, 1.0);
  72. }