[qt6] Remove shaders from Meshroom and move them to QtAliceVision

This commit is contained in:
Candice Bentéjac 2024-10-01 14:33:57 +02:00
parent 595e8f6c7a
commit d5b5163828
2 changed files with 2 additions and 35 deletions

View file

@ -752,16 +752,7 @@ RowLayout {
width: control.availableWidth
height: control.availableHeight
blending: false
fragmentShader: "
varying mediump vec2 qt_TexCoord0;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
gl_FragColor = vec4(hsv2rgb(vec3(qt_TexCoord0.x, 1.0, 1.0)), 1.0);
}"
fragmentShader: "qrc:/shaders/AttributeItemDelegate.frag.qsb"
}
}
}

View file

@ -70,30 +70,6 @@ Item {
property variant src: image
property variant uvCenterOffset
vertexShader: "
#version 330 core
uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
out highp vec2 coord;
void main() {
coord = qt_MultiTexCoord0;
gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
#version 330 core
in highp vec2 coord;
uniform sampler2D src;
uniform lowp vec2 uvCenterOffset;
uniform lowp float qt_Opacity;
out vec4 fragColor;
void main() {
vec2 xy = coord + uvCenterOffset;
fragColor = texture2D(src, xy);
fragColor.rgb *= qt_Opacity;
fragColor.a = qt_Opacity;
// remove undistortion black pixels
fragColor.a *= step(0.001, fragColor.r + fragColor.g + fragColor.b);
}"
fragmentShader: "qrc:/shaders/ImageOverlay.frag.qsb"
}
}