[-]
[+]
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Changed |
_service:tar_git:paint.spec
|
|
[-]
[+]
|
Changed |
_service
^
|
@@ -2,7 +2,7 @@
<service name="tar_git">
<param name="url">https://github.com/poetaster/paint.git</param>
<param name="branch">master</param>
- <param name="revision">0.9.1</param>
+ <param name="revision">0.9.2</param>
<param name="debian">N</param>
<param name="dumb">N</param>
</service>
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/adjust-rgb.frag
^
|
@@ -1,10 +1,8 @@
-#ifdef GL_ES
-precision highp float;
-#endif
-
// Adjust RGB
// Red;-1.0;1.0;Green;-1.0;1.0;Blue;-1.0;1.0
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/blur.frag
^
|
@@ -1,5 +1,7 @@
// Blur
-// Sigma;1.0;10.0;Pixesl per side;2;10
+// Sigma;1.0;20.0;Pixesl per side;2;20
+
+precision mediump float;
uniform sampler2D source;
uniform sampler2D mask;
@@ -10,7 +12,7 @@
uniform lowp float param1;
uniform lowp float param2;
-const float pi = 3.14159265f;
+const float pi = 3.14159265;
void main(void)
{
@@ -21,12 +23,12 @@
// Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
vec3 incrementalGaussian;
- incrementalGaussian.x = 1.0f / (sqrt(2.0f * pi) * sigma);
- incrementalGaussian.y = exp(-0.5f / (sigma * sigma));
+ incrementalGaussian.x = 1.00 / (sqrt(2.00 * pi) * sigma);
+ incrementalGaussian.y = exp(-0.50 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
- vec4 avgValue = vec4(0.0f, 0.0f, 0.0f, 0.0f);
- float coefficientSum = 0.0f;
+ vec4 avgValue = vec4(0.00, 0.00, 0.00, 0.00);
+ float coefficientSum = 0.00;
// Take the central sample first...
avgValue += texture2D(source, qt_TexCoord0.xy) * incrementalGaussian.x;
@@ -34,7 +36,7 @@
incrementalGaussian.xy *= incrementalGaussian.yz;
// Go through the remaining 8 vertical samples (4 on each side of the center)
- for (float i = 1.0f; i <= numBlurPixelsPerSide; i++)
+ for (float i = 1.00; i <= numBlurPixelsPerSide; i++)
{
avgValue += texture2D(source, qt_TexCoord0.xy - i * (1.0/width) *
vec2(1.0, 0.0)) * incrementalGaussian.x;
@@ -48,7 +50,7 @@
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
- for (float i = 1.0f; i <= numBlurPixelsPerSide; i++)
+ for (float i = 1.00; i <= numBlurPixelsPerSide; i++)
{
avgValue += texture2D(source, qt_TexCoord0.xy - i * (1.0/height) *
vec2(0.0, 1.0)) * incrementalGaussian.x;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/colorspace8.frag
^
|
@@ -1,6 +1,7 @@
// Change colorspace, 8 colors
// Pre brightness;0.0;2.0
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/edge.frag
^
|
@@ -1,6 +1,8 @@
// Edge detection
// Threshold;0.0;1.0;Margin;0.0;0.5;Mix;0.0;1.0
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/emboss.frag
^
|
@@ -1,5 +1,7 @@
// Emboss
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/gray_average.frag
^
|
@@ -1,5 +1,7 @@
// Grayscale, average
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/gray_lightness.frag
^
|
@@ -1,5 +1,7 @@
// Grayscale, lightness
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/gray_luminosity.frag
^
|
@@ -1,5 +1,7 @@
// Grayscale, luminosity
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/jolla-glasseffect.frag
^
|
@@ -2,6 +2,8 @@
// Mix;0.0;2.0
// imageSource;image://theme/graphic-shader-texture
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
uniform sampler2D imageSource;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/oilpainting.frag
^
|
@@ -5,6 +5,8 @@
// Anisotropic Kuwahara Filtering on the GPU
// by Jan Eric Kyprianidis <www.kyprianidis.com>
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/pixelate.frag
^
|
@@ -1,6 +1,8 @@
// Pixelate
// Granularity;5.0;50.0
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/sepia.frag
^
|
@@ -1,6 +1,8 @@
// Sepia
// Intensity;0.0;1.0
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/swap_RGB-BRG.frag
^
|
@@ -1,5 +1,7 @@
// Swap color channels RGB --> BRG
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/qml/glsl/toon.frag
^
|
@@ -1,6 +1,8 @@
// Toonify
// Quantize;1.0;15.0;Tolerance;0.0;0.6
+precision mediump float;
+
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.2.tar.bz2/src/ShaderModel.cpp
^
|
@@ -26,6 +26,7 @@
/* First row comment is used as name of the shader */
QString name = sFragmentShader.split(QRegExp("[\r\n]"), QString::SkipEmptyParts).at(0);
+ qWarning() << "Fragment NAME " << name;
name.remove(0, 3);
ShaderItem *shader = new ShaderItem();
@@ -41,6 +42,7 @@
/* 2nd row comment are adjustable parameters, name;min;max separated with semicolon */
QString par = sFragmentShader.split(QRegExp("[\r\n]"), QString::SkipEmptyParts).at(1);
+ qWarning() << "Fragment params " << par;
int i = 0;
if (par.startsWith("// "))
{
@@ -68,6 +70,7 @@
QString ims = sFragmentShader.split(QRegExp("[\r\n]"), QString::SkipEmptyParts).at(2);
if (ims.startsWith("// imageSource"))
{
+ qWarning() << "Fragment img " << name;
shader->setImageSource(ims.split(";").at(1));
}
|