Fxaa.qml 2.4 KB

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  1. /****************************************************************************
  2. **
  3. ** Copyright (C) 2020 The Qt Company Ltd.
  4. ** Contact: https://www.qt.io/licensing/
  5. **
  6. ** This file is part of Qt Quick 3D.
  7. **
  8. ** $QT_BEGIN_LICENSE:GPL$
  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 https://www.qt.io/terms-conditions. For further
  15. ** information use the contact form at https://www.qt.io/contact-us.
  16. **
  17. ** GNU General Public License Usage
  18. ** Alternatively, this file may be used under the terms of the GNU
  19. ** General Public License version 3 or (at your option) any later version
  20. ** approved by the KDE Free Qt Foundation. The licenses are as published by
  21. ** the Free Software Foundation and appearing in the file LICENSE.GPL3
  22. ** included in the packaging of this file. Please review the following
  23. ** information to ensure the GNU General Public License requirements will
  24. ** be met: https://www.gnu.org/licenses/gpl-3.0.html.
  25. **
  26. ** $QT_END_LICENSE$
  27. **
  28. ****************************************************************************/
  29. import QtQuick
  30. import QtQuick3D
  31. import QtQuick3D.Effects
  32. Effect {
  33. readonly property TextureInput sprite: TextureInput {
  34. texture: Texture {}
  35. }
  36. Shader {
  37. id: rgbl
  38. stage: Shader.Fragment
  39. shader: "qrc:/qtquick3deffects/shaders/fxaaRgbl.frag"
  40. }
  41. Shader {
  42. id: blur
  43. stage: Shader.Fragment
  44. shader: "qrc:/qtquick3deffects/shaders/fxaaBlur.frag"
  45. }
  46. Buffer {
  47. id: rgblBuffer
  48. name: "rgbl_buffer"
  49. format: Buffer.RGBA8
  50. textureFilterOperation: Buffer.Linear
  51. textureCoordOperation: Buffer.ClampToEdge
  52. bufferFlags: Buffer.None // aka frame
  53. }
  54. passes: [
  55. Pass {
  56. shaders: rgbl
  57. output: rgblBuffer
  58. },
  59. Pass {
  60. shaders: blur
  61. commands: [
  62. // INPUT is the texture for rgblBuffer
  63. BufferInput {
  64. buffer: rgblBuffer
  65. },
  66. // the actual input texture is exposed as sprite
  67. BufferInput {
  68. sampler: "sprite"
  69. }
  70. ]
  71. }
  72. ]
  73. }