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-rw-r--r--src/effects/shaders_ng/displace.frag39
1 files changed, 39 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/displace.frag b/src/effects/shaders_ng/displace.frag
new file mode 100644
index 0000000..df6bc78
--- /dev/null
+++ b/src/effects/shaders_ng/displace.frag
@@ -0,0 +1,39 @@
+#version 440
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+
+layout(std140, binding = 0) uniform buf {
+ // qt_Matrix and qt_Opacity must always be both present
+ // if the built-in vertex shader is used.
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ float displacement;
+ float xPixel;
+ float yPixel;
+};
+
+layout(binding = 1) uniform sampler2D source;
+layout(binding = 2) uniform sampler2D displacementSource;
+
+float linearstep(float e0, float e1, float x)
+{
+ return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
+}
+
+void main()
+{
+ vec4 offset = texture(displacementSource, qt_TexCoord0);
+ offset.xy -= vec2(0.5, 0.5);
+ offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
+ vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);
+
+ float e1 = linearstep(0.0, xPixel, tx.x);
+ float e2 = linearstep(0.0, yPixel, tx.y);
+ float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
+ float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);
+
+ vec4 samp = texture(source, tx);
+ samp.rgb *= e1 * e2 * e3 * e4;
+ fragColor = samp * qt_Opacity * offset.a;
+}