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- /****************************************************************************
- **
- ** Copyright (C) 2020 The Qt Company Ltd.
- ** Contact: https://www.qt.io/licensing/
- **
- ** This file is part of Qt Quick 3D.
- **
- ** $QT_BEGIN_LICENSE:GPL$
- ** Commercial License Usage
- ** Licensees holding valid commercial Qt licenses may use this file in
- ** accordance with the commercial license agreement provided with the
- ** Software or, alternatively, in accordance with the terms contained in
- ** a written agreement between you and The Qt Company. For licensing terms
- ** and conditions see https://www.qt.io/terms-conditions. For further
- ** information use the contact form at https://www.qt.io/contact-us.
- **
- ** GNU General Public License Usage
- ** Alternatively, this file may be used under the terms of the GNU
- ** General Public License version 3 or (at your option) any later version
- ** approved by the KDE Free Qt Foundation. The licenses are as published by
- ** the Free Software Foundation and appearing in the file LICENSE.GPL3
- ** included in the packaging of this file. Please review the following
- ** information to ensure the GNU General Public License requirements will
- ** be met: https://www.gnu.org/licenses/gpl-3.0.html.
- **
- ** $QT_END_LICENSE$
- **
- ****************************************************************************/
- import QtQuick
- import QtQuick3D
- import QtQuick3D.Effects
- Effect {
- // there are only here to get the sampler2Ds declared in the shader
- readonly property TextureInput sprite: TextureInput {
- texture: Texture {}
- }
- readonly property TextureInput glowSampler: TextureInput {
- texture: Texture {}
- }
- property real fadeAmount: 0.25 // 0 - 1
- property real blurQuality: 0.25 // 0.1 - 1.0
- Shader {
- id: vblurVert
- stage: Shader.Vertex
- shader: "qrc:/qtquick3deffects/shaders/motionblurvertical.vert"
- }
- Shader {
- id: vblurFrag
- stage: Shader.Fragment
- shader: "qrc:/qtquick3deffects/shaders/motionblurvertical.frag"
- }
- Shader {
- id: hblurVert
- stage: Shader.Vertex
- shader: "qrc:/qtquick3deffects/shaders/motionblurhorizontal.vert"
- }
- Shader {
- id: hblurFrag
- stage: Shader.Fragment
- shader: "qrc:/qtquick3deffects/shaders/motionblurhorizontal.frag"
- }
- Shader {
- id: blend
- stage: Shader.Fragment
- shader: "qrc:/qtquick3deffects/shaders/blend.frag"
- }
- Buffer {
- id: glowBuffer
- name: "glowBuffer"
- format: Buffer.RGBA8
- textureFilterOperation: Buffer.Nearest
- textureCoordOperation: Buffer.ClampToEdge
- bufferFlags: Buffer.SceneLifetime
- sizeMultiplier: blurQuality
- }
- Buffer {
- id: tempBuffer
- name: "tempBuffer"
- format: Buffer.RGBA8
- textureFilterOperation: Buffer.Linear
- textureCoordOperation: Buffer.ClampToEdge
- bufferFlags: Buffer.None
- sizeMultiplier: blurQuality
- }
- passes: [
- Pass {
- shaders: [ hblurVert, hblurFrag ]
- commands: [
- BufferInput {
- // Expose the initially empty glowBuffer texture under the
- // sampler2D glowSampler in the shader. Note the
- // SceneLifetime and that the next pass writes to the same
- // texture (accumulate).
- sampler: "glowSampler"
- buffer: glowBuffer
- }
- ]
- output: tempBuffer
- },
- Pass {
- shaders: [ vblurVert, vblurFrag ]
- commands: [
- // the texture for tempBuffer will be INPUT in this pass
- BufferInput {
- buffer: tempBuffer
- }
- ]
- output: glowBuffer
- },
- Pass {
- shaders: blend
- commands: [
- // the texture for glowBuffer will be INPUT in this pass
- BufferInput {
- buffer: glowBuffer
- },
- // the input texture (that would normally be INPUT) for this pass is exposed to the shader as sprite
- BufferInput {
- sampler: "sprite"
- }
- ]
- }
- ]
- }
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