Spracherkennung für: .frag vermutete Sprache: Cobol {Cobol[66] SPS[64] CS[48]} [Methode: maximale Elemente, drei Dimensionen]
#version 440
// TODO: Dithering is not necessary with light colors. It is pretty much
// necessary with dark colors due to premultiplied alpha to prevent
// color banding. So, this should ideally be used only when the
// background color is dark. When the build system starts supporting
// defines to feed qsb, we can have the non-dithering version as well.
#define DITHERING
/*****************************************************************************
* Copyright (C) 2024 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 coord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float beginningFadeSize;
float endFadePos;
};
layout(binding = 1) uniform sampler2D source;
layout(location = 1) in float pos;
void main() {
vec4 texel = texture(source, coord);
// Note that the whole texel is multiplied instead
// of only the alpha component because it must be
// in premultiplied alpha format.
texel *= (1.0 - smoothstep(endFadePos, 1.0, pos));
texel *= (smoothstep(0.0, beginningFadeSize, pos));
// We still need to respect the accumulated scene graph opacity:
fragColor = texel * qt_Opacity;
#ifdef DITHERING
float r = rand(coord) - 0.5;
vec4 noise = vec4(r,r,r,r) * DITHERING_STRENGTH;
vec4 beginningNoise = noise * (1.0 - step(beginningFadeSize, pos));
vec4 endNoise = noise * step(endFadePos, pos);
fragColor += (beginningNoise + endNoise) * step(DITHERING_CUTOFF, fragColor.a); // additive
#endif
}
[Dauer der Verarbeitung: 0.2 Sekunden, vorverarbeitet 2026-10-24]