[-]
[+]
|
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">0.9.2</param>
+ <param name="revision">0.9.3</param>
<param name="debian">N</param>
<param name="dumb">N</param>
</service>
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/paint.pro
^
|
@@ -170,5 +170,12 @@
RESOURCES +=
DISTFILES += \
- qml/components/ClipboardCanvas.qml
+ qml/components/ClipboardCanvas.qml \
+ qml/glsl/compoundeye.frag \
+ qml/glsl/crosshatch.frag \
+ qml/glsl/mirror.frag \
+ qml/glsl/swap_RGB-BGR.frag \
+ qml/glsl/swap_RGB-GBR.frag \
+ qml/glsl/swap_RGB-RBG.frag
+ qml/icons/graphic-shader-texture.png
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/adjust-rgb.frag
^
|
@@ -1,8 +1,7 @@
+precision mediump float;
// 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;
|
[-]
[+]
|
Added |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/compoundeye.frag
^
|
@@ -0,0 +1,49 @@
+// Compound Eye
+// amt;0.1;2.0;squares;2.0;20.0;offset;0.05;1.0
+
+precision mediump float;
+
+uniform sampler2D source;
+uniform sampler2D mask;
+varying highp vec2 qt_TexCoord0;
+uniform lowp float qt_Opacity;
+uniform lowp float width;
+uniform lowp float height;
+uniform highp float param1;
+uniform highp float param2;
+uniform highp float param3;
+
+void main() {
+
+ //float aspect = resolution.x / resolution.y;
+ float aspect = width / height;
+ float offset = param1 * 0.5;
+
+ if (texture2D(mask, qt_TexCoord0.st).a > 0.5)
+ {
+
+ vec2 uv = qt_TexCoord0.xy;
+
+ /* copy of the texture coords */
+ vec2 tc = uv;
+
+ /* move into a range of -0.5 - 0.5 */
+ uv -= 0.5;
+
+ /* correct for window aspect to make param2 */
+ uv.x *= aspect;
+
+ /* tile will be used to offset the texture coordinates
+ taking the fract will give us repeating patterns */
+ vec2 tile = fract(uv * param2 + 0.5) * param1;
+
+ /* sample the texture using our computed tile
+ offset will remove some texcoord edge artifacting */
+ vec4 tex = texture2D(source, tc + tile - offset);
+ gl_FragColor = tex;
+ }
+ else
+ {
+ gl_FragColor = texture2D(source, qt_TexCoord0.st) * qt_Opacity;
+ }
+}
|
[-]
[+]
|
Added |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/crosshatch.frag
^
|
@@ -0,0 +1,40 @@
+// crosshatch
+// Luminosity;0.3;1.0
+
+precision mediump float;
+
+uniform sampler2D source;
+uniform sampler2D mask;
+varying highp vec2 qt_TexCoord0;
+uniform highp float param1;
+
+void main()
+{
+ float lum = length(texture2D(source, qt_TexCoord0.xy).rgb);
+
+ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (lum < 1.00) {
+ if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ }
+
+ if (lum < 0.75) {
+ if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ }
+
+ if (lum < 0.50) {
+ if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ }
+
+ if (lum < 0.3) {
+ if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ }
+}
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/emboss.frag
^
|
@@ -1,5 +1,6 @@
// Emboss
+
precision mediump float;
uniform sampler2D source;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/gray_average.frag
^
|
@@ -1,5 +1,6 @@
// Grayscale, average
+
precision mediump float;
uniform sampler2D source;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/gray_lightness.frag
^
|
@@ -1,5 +1,6 @@
// Grayscale, lightness
+
precision mediump float;
uniform sampler2D source;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/gray_luminosity.frag
^
|
@@ -1,6 +1,5 @@
// Grayscale, luminosity
-precision mediump float;
uniform sampler2D source;
uniform sampler2D mask;
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/jolla-glasseffect.frag
^
|
@@ -1,6 +1,6 @@
// Jolla glasseffect
// Mix;0.0;2.0
-// imageSource;image://theme/graphic-shader-texture
+// imageSource;image://paintIcons/graphic-shader-texture
precision mediump float;
|
[-]
[+]
|
Added |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/mirror.frag
^
|
@@ -0,0 +1,32 @@
+// Mirrors
+
+
+precision highp float;
+
+uniform sampler2D source;
+uniform vec2 resolution;
+uniform sampler2D mask;
+varying highp vec2 qt_TexCoord0;
+uniform lowp float qt_Opacity;
+
+void main() {
+ if (texture2D(mask, qt_TexCoord0.st).a > 0.5)
+ {
+ vec2 uv = qt_TexCoord0.xy;
+ // the texture is loaded upside down and backwards by default so lets flip it
+ uv = 1.0 - uv;
+
+ // this line will make our uvs mirrored
+ // it will convert it into a number that goes 0 to 1 to 0
+ // abs() will turn our negative numbers positive
+ vec2 mirrorUvs = abs(uv * 2.0 - 1.0);
+
+ vec4 tex = texture2D(source, mirrorUvs);
+
+ // output to screen
+ gl_FragColor = tex;
+
+ } else {
+ gl_FragColor = texture2D(source, qt_TexCoord0.st) * qt_Opacity;
+ }
+}
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/pixelate.frag
^
|
@@ -1,15 +1,13 @@
// Pixelate
// Granularity;5.0;50.0
-precision mediump float;
-
uniform sampler2D source;
uniform sampler2D mask;
varying highp vec2 qt_TexCoord0;
uniform lowp float qt_Opacity;
-uniform highp float param1;
uniform highp float width;
uniform highp float height;
+uniform lowp float param1;
void main()
{
|
[-]
[+]
|
Added |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/swap_RGB-BGR.frag
^
|
@@ -0,0 +1,16 @@
+// Swap color channels RGB --> BGR
+
+precision mediump float;
+
+uniform sampler2D source;
+uniform sampler2D mask;
+varying highp vec2 qt_TexCoord0;
+uniform lowp float qt_Opacity;
+
+void main(void)
+{
+ if (texture2D(mask, qt_TexCoord0.st).a > 0.5)
+ gl_FragColor = texture2D(source, qt_TexCoord0.st).bgra * qt_Opacity;
+ else
+ gl_FragColor = texture2D(source, qt_TexCoord0.st) * qt_Opacity;
+}
|
[-]
[+]
|
Added |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/swap_RGB-GBR.frag
^
|
@@ -0,0 +1,16 @@
+// Swap color channels RGB --> GBR
+
+precision mediump float;
+
+uniform sampler2D source;
+uniform sampler2D mask;
+varying highp vec2 qt_TexCoord0;
+uniform lowp float qt_Opacity;
+
+void main(void)
+{
+ if (texture2D(mask, qt_TexCoord0.st).a > 0.5)
+ gl_FragColor = texture2D(source, qt_TexCoord0.st).gbra * qt_Opacity;
+ else
+ gl_FragColor = texture2D(source, qt_TexCoord0.st) * qt_Opacity;
+}
|
[-]
[+]
|
Added |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/swap_RGB-RBG.frag
^
|
@@ -0,0 +1,16 @@
+// Swap color channels RGB --> RBG
+
+precision mediump float;
+
+uniform sampler2D source;
+uniform sampler2D mask;
+varying highp vec2 qt_TexCoord0;
+uniform lowp float qt_Opacity;
+
+void main(void)
+{
+ if (texture2D(mask, qt_TexCoord0.st).a > 0.5)
+ gl_FragColor = texture2D(source, qt_TexCoord0.st).rbga * qt_Opacity;
+ else
+ gl_FragColor = texture2D(source, qt_TexCoord0.st) * qt_Opacity;
+}
|
[-]
[+]
|
Changed |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/glsl/warhol.frag
^
|
@@ -27,4 +27,3 @@
gl_FragColor = texture2D(source, qt_TexCoord0.st) * qt_Opacity;
}
}
-
|
|
Added |
_service:tar_git:harbour-paint-0.9.3.tar.bz2/qml/icons/graphic-shader-texture.png
^
|