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Quelle DualKawaseBlur_upsample.frag Sprache: unbekannt
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Spracherkennung für: .frag vermutete Sprache: Abap {ABAP[66] Cobol[50] Lisp[38]} [Methode: maximale Elemente, drei Dimensionen]
#version 440
// WARNING: This file must be in sync with DualKawaseBlur.frag
// TODO: Generate this shader at build time.
# define UPSAMPLE
/*****************************************************************************
* Copyright (C) 2025 VLC authors and VideoLAN
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* ( at your option ) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
#extension GL_GOOGLE_include_directive : enable
# include "Common.glsl"
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform qt_buf {
mat4 qt_Matrix;
float qt_Opacity;
vec4 subRect; // unused, but Qt needs it as it used in first-pass vertex shader for sub-texturin g (Qt bug?)
int radius;
#ifdef POSTPROCESS
vec4 tint;
vec4 backgroundColor;
float tintStrength;
float exclusionStrength;
float noiseStrength;
#endif
};
layout(binding = 1) uniform sampler2D source;
// "Dual Kawase"
// SIGGRAPH 2015, "Bandwidth Efficient Rendering", Marius Bjorge (ARM)
// https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf
/// <dualkawaseblur>
#ifdef UPSAMPLE
#define SAMPLE upsample
vec4 upsample(vec2 uv, vec2 halfpixel)
{
vec4 sum = fromPremult(texture(source, uv + vec2(-halfpixel.x * 2.0, 0.0)));
sum += fromPremult(texture(source, uv + vec2(-halfpixel.x, halfpixel.y))) * 2.0;
sum += fromPremult(texture(source, uv + vec2(0.0, halfpixel.y * 2.0)));
sum += fromPremult(texture(source, uv + vec2(halfpixel.x, halfpixel.y))) * 2.0;
sum += fromPremult(texture(source, uv + vec2(halfpixel.x * 2.0, 0.0)));
sum += fromPremult(texture(source, uv + vec2(halfpixel.x, -halfpixel.y))) * 2.0;
sum += fromPremult(texture(source, uv + vec2(0.0, -halfpixel.y * 2.0)));
sum += fromPremult(texture(source, uv + vec2(-halfpixel.x, -halfpixel.y))) * 2.0;
sum = sum / 12.0;
#ifdef POSTPROCESS
return sum;
#else
return toPremult(sum);
#endif
}
#endif
#ifdef DOWNSAMPLE
#define SAMPLE downsample
vec4 downsample(vec2 uv, vec2 halfpixel)
{
vec4 sum = fromPremult(texture(source, uv)) * 4.0;
sum += fromPremult(texture(source, uv - halfpixel.xy));
sum += fromPremult(texture(source, uv + halfpixel.xy));
sum += fromPremult(texture(source, uv + vec2(halfpixel.x, -halfpixel.y)));
sum += fromPremult(texture(source, uv - vec2(halfpixel.x, -halfpixel.y)));
sum = sum / 8.0;
#ifdef POSTPROCESS
return sum;
#else
return toPremult(sum);
#endif
}
#endif
/// </dualkawaseblur>
void main()
{
// When `supportsAtlasTextures` is set, proper `uv` is provided, even for arbitrary
// sub-textures, so we don't need to calculate here:
vec2 uv = qt_TexCoord0;
// TODO: This may be done in the vertex shader. I have not done that as this is a very simple
// calculation, and custom vertex shader in `ShaderEffect` breaks batching (which is not
// really important with the blur effect, so maybe it makes sense).
vec2 halfpixel = (radius - 0.5) / textureSize(source, 0);
vec4 result = SAMPLE(uv, halfpixel);
#ifdef POSTPROCESS
// Exclusion:
vec4 exclColor = vec4(exclusionStrength, exclusionStrength, exclusionStrength, 0.0);
result = exclude(result, exclColor);
// Tint:
result.rgb = mix(result.rgb, fromPremult(tint).rgb, tintStrength);
result = toPremult(result);
// Background color:
// Source over blending, premultiplied (S + D * (1 - S.a)):
result = result + backgroundColor * (1.0 - result.a);
// Noise:
float r = rand(qt_TexCoord0) - 0.5;
vec4 noise = vec4(r,r,r,r) * noiseStrength;
result += noise;
#endif
fragColor = result * qt_Opacity; // premultiplied alpha
}
[Dauer der Verarbeitung: 0.1 Sekunden, vorverarbeitet 2026-10-24]
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2026-11-01
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