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diff --git a/tests/benchmarks/declarative/qmlshadersplugin/GaussianDirectionalBlur.qml b/tests/benchmarks/declarative/qmlshadersplugin/GaussianDirectionalBlur.qml
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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QML Shaders plugin of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 1.0
+import Qt.labs.shaders 1.0
+
+// Note 1. This shader implements gaussian blur without dynamic array access from inside shader loops (Optional feature in OpenGLES 2.0).
+// Note 2. Shader code is generated to avoid ecessive if-else structure in fragment shader. Code re-generation (very slow!) happens if blur radius is changed.
+
+ShaderEffectItem {
+ id: effect
+ property variant source: 0
+ property real deviation: Math.sqrt(-((radius+1) * (radius+1)) / (2 * Math.log(1.0 / 255.0)));
+ property real radius: 8;
+ property real deltaX: 0.0
+ property real deltaY: 0.0
+
+ property real gaussianSum: 0.0
+ property real startIndex: 0.0
+ property real samples: radius * 2
+
+ property variant gwts: []
+ property variant delta: Qt.vector3d(effect.deltaX, effect.deltaY, effect.startIndex);
+ property variant factor_0_2: Qt.vector3d(effect.gwts[0], effect.gwts[1], effect.gwts[2]);
+ property variant factor_3_5: Qt.vector3d(effect.gwts[3],effect.gwts[4],effect.gwts[5]);
+ property variant factor_6_8: Qt.vector3d(effect.gwts[6],effect.gwts[7],effect.gwts[8]);
+ property variant factor_9_11: Qt.vector3d(effect.gwts[9],effect.gwts[10],effect.gwts[11]);
+ property variant factor_12_14: Qt.vector3d(effect.gwts[12],effect.gwts[13],effect.gwts[14]);
+ property variant factor_15_17: Qt.vector3d(effect.gwts[15],effect.gwts[16],effect.gwts[17]);
+ property variant factor_18_20: Qt.vector3d(effect.gwts[18],effect.gwts[19],effect.gwts[20]);
+ property variant factor_21_23: Qt.vector3d(effect.gwts[21],effect.gwts[22],effect.gwts[23]);
+ property variant factor_24_26: Qt.vector3d(effect.gwts[24],effect.gwts[25],effect.gwts[26]);
+ property variant factor_27_29: Qt.vector3d(effect.gwts[27],effect.gwts[28],effect.gwts[29]);
+ property variant factor_30_32: Qt.vector3d(effect.gwts[30],effect.gwts[31],effect.gwts[32]);
+
+ //Gaussian function = h(x):=(1/sqrt(2*3.14159*(D^2))) * %e^(-(x^2)/(2*(D^2)));
+ function gausFunc(x){
+ return (1/Math.sqrt(2*3.1415926*(Math.pow(effect.deviation,2)))) * Math.pow(2.7182818,-((Math.pow(x,2))/(2*(Math.pow(effect.deviation,2)))));
+ }
+
+ function calcGWTS() {
+ var n = new Array(Math.floor(effect.samples));
+ var step
+ for (var i = 0; i < effect.samples; i++) {
+ step = -effect.samples/2 + i + 0.5
+ n[i] = gausFunc(step);
+ }
+ return n;
+ }
+
+ function buildFragmentShader() {
+
+ var shaderSteps = [
+ "gl_FragColor += texture2D(source, texCoord) * factor_0_2.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_0_2.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_0_2.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_3_5.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_3_5.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_3_5.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_6_8.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_6_8.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_6_8.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_9_11.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_9_11.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_9_11.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_12_14.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_12_14.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_12_14.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_15_17.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_15_17.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_15_17.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_18_20.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_18_20.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_18_20.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_21_23.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_21_23.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_21_23.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_24_26.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_24_26.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_24_26.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_27_29.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_27_29.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_27_29.z; texCoord += shift;",
+
+ "gl_FragColor += texture2D(source, texCoord) * factor_30_32.x; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_30_32.y; texCoord += shift;",
+ "gl_FragColor += texture2D(source, texCoord) * factor_30_32.z; texCoord += shift;"
+ ]
+
+ var shader = fragmentShader_begin
+ var samples = effect.samples
+ if (samples > 32) {
+ console.log("GaussianBlur: Maximum of 32 blur samples exceeded!")
+ samples = 32
+ }
+
+ for (var i = 0; i < samples; i++) {
+ shader += shaderSteps[i]
+ }
+
+ shader += fragmentShader_end
+ effect.fragmentShader = shader
+
+ }
+
+ onDeviationChanged:{
+ effect.startIndex = -effect.samples/2 + 0.5
+ effect.gwts = calcGWTS();
+ var sum = 0.0;
+ for (var j = 0; j < effect.samples; j++) {
+ sum += effect.gwts[j];
+ }
+ effect.gaussianSum = sum
+ }
+
+ Component.onCompleted:{
+ effect.startIndex = -effect.samples/2 + 0.5
+ effect.gwts = calcGWTS();
+ var sum = 0.0;
+ for (var j = 0; j < effect.samples; j++) {
+ sum += effect.gwts[j];
+ }
+ effect.gaussianSum = sum
+ buildFragmentShader()
+ }
+
+ onSamplesChanged: {
+ buildFragmentShader()
+ }
+
+ property string fragmentShader_begin:
+ "
+ varying mediump vec2 qt_TexCoord0;
+ uniform sampler2D source;
+ uniform highp vec3 delta;
+ uniform highp vec3 factor_0_2;
+ uniform highp vec3 factor_3_5;
+ uniform highp vec3 factor_6_8;
+ uniform highp vec3 factor_9_11;
+ uniform highp vec3 factor_12_14;
+ uniform highp vec3 factor_15_17;
+ uniform highp vec3 factor_18_20;
+ uniform highp vec3 factor_21_23;
+ uniform highp vec3 factor_24_26;
+ uniform highp vec3 factor_27_29;
+ uniform highp vec3 factor_30_32;
+ uniform highp float gaussianSum;
+
+ void main() {
+ highp vec2 shift = vec2(delta.x, delta.y);
+ highp float index = delta.z;
+ mediump vec2 texCoord = qt_TexCoord0 + (shift * index);
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+ "
+
+ property string fragmentShader_end:
+ "
+ if (gaussianSum > 0.0)
+ gl_FragColor /= gaussianSum;
+ }
+ "
+}