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-rw-r--r--src/opengl/qglpixmapfilter.cpp37
1 files changed, 18 insertions, 19 deletions
diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp
index eb3298b..275bbed 100644
--- a/src/opengl/qglpixmapfilter.cpp
+++ b/src/opengl/qglpixmapfilter.cpp
@@ -192,15 +192,15 @@ bool QGLPixmapColorizeFilter::processGL(QPainter *, const QPointF &pos, const QP
// generates convolution filter code for arbitrary sized kernel
QByteArray QGLPixmapConvolutionFilter::generateConvolutionShader() const {
QByteArray code;
- code.append("uniform sampler2D texture;\n");
- code.append("uniform vec2 inv_texture_size;\n");
- code.append("uniform float matrix[");
+ code.append("uniform sampler2D texture;\n"
+ "uniform vec2 inv_texture_size;\n"
+ "uniform float matrix[");
code.append(QByteArray::number(m_kernelWidth * m_kernelHeight));
- code.append("];\n");
- code.append("vec2 offset[");
+ code.append("];\n"
+ "vec2 offset[");
code.append(QByteArray::number(m_kernelWidth*m_kernelHeight));
- code.append("];\n");
- code.append("void main(void) {\n");
+ code.append("];\n"
+ "void main(void) {\n");
for(int y = 0; y < m_kernelHeight; y++) {
for(int x = 0; x < m_kernelWidth; x++) {
@@ -210,22 +210,21 @@ QByteArray QGLPixmapConvolutionFilter::generateConvolutionShader() const {
code.append(QByteArray::number(x-(int)(m_kernelWidth/2)));
code.append(".0, inv_texture_size.y * ");
code.append(QByteArray::number((int)(m_kernelHeight/2)-y));
- code.append(".0)");
- code.append(";\n");
+ code.append(".0);\n");
}
}
- code.append(" int i = 0;\n");
- code.append(" vec2 coords = gl_TexCoord[0].st;\n");
- code.append(" vec4 sum = vec4(0.0);\n");
- code.append(" for (i = 0; i < ");
+ code.append(" int i = 0;\n"
+ " vec2 coords = gl_TexCoord[0].st;\n"
+ " vec4 sum = vec4(0.0);\n"
+ " for (i = 0; i < ");
code.append(QByteArray::number(m_kernelWidth * m_kernelHeight));
- code.append("; i++) {\n");
- code.append(" vec4 tmp = texture2D(texture,coords+offset[i]);\n");
- code.append(" sum += matrix[i] * tmp;\n");
- code.append(" }\n");
- code.append(" gl_FragColor = sum;\n");
- code.append("}");
+ code.append("; i++) {\n"
+ " vec4 tmp = texture2D(texture,coords+offset[i]);\n"
+ " sum += matrix[i] * tmp;\n"
+ " }\n"
+ " gl_FragColor = sum;\n"
+ "}");
return code;
}