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- // Copyright (C) 2020 The Qt Company Ltd.
- // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
- import QtQuick
- import QtQuick3D
- Effect {
- id: effectRoot
- // 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: effectRoot.blurQuality
- }
- Buffer {
- id: tempBuffer
- name: "tempBuffer"
- format: Buffer.RGBA8
- textureFilterOperation: Buffer.Linear
- textureCoordOperation: Buffer.ClampToEdge
- bufferFlags: Buffer.None
- sizeMultiplier: effectRoot.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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