aboutsummaryrefslogtreecommitdiffstats
path: root/Assets/Common/Shaders
diff options
context:
space:
mode:
authorJiu Shanheng <shanheng.jiu@qt.io>2024-09-10 19:15:25 +0900
committerJiu Shanheng <shanheng.jiu@qt.io>2024-09-11 18:40:18 +0900
commit5c8f09d2c3c99f621b467ed5c1be4fac3a708e85 (patch)
tree9312e269961b14945a00db47ed236ca53ffbb149 /Assets/Common/Shaders
parent17b016d08cf1680f58cbb9102f35949c8436207c (diff)
Port the cluster-refgui demo supports both Qt5 and Qt6HEADtrout_19.90.0trout/19.90.019.90.0master
This demo can now run on both Qt5 and Qt6, also added a macro to switch with or without the backend so that it can be developed easily on the Windows desktop. Bug-AGL: SPEC-5243 Change-Id: I99b12ad9779a477784df13b83a850387747bb588 Signed-off-by: Jiu Shanheng <shanheng.jiu@qt.io>
Diffstat (limited to 'Assets/Common/Shaders')
-rw-r--r--Assets/Common/Shaders/Qt6/guageMask.frag17
-rw-r--r--Assets/Common/Shaders/Qt6/guageMask.vert13
2 files changed, 30 insertions, 0 deletions
diff --git a/Assets/Common/Shaders/Qt6/guageMask.frag b/Assets/Common/Shaders/Qt6/guageMask.frag
new file mode 100644
index 0000000..28c8784
--- /dev/null
+++ b/Assets/Common/Shaders/Qt6/guageMask.frag
@@ -0,0 +1,17 @@
+#version 440
+layout(location = 0) in vec2 coord;
+layout(location = 0) out vec4 fragColor;
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ float angleBase;
+ float angle;
+};
+layout(binding = 1) uniform sampler2D src;
+
+void main(){
+ mediump vec2 d=2.0*coord-vec2(1.0,1.0);
+ mediump float a=atan(d.x,-d.y);
+ mediump vec4 tex = texture(src, coord);
+ fragColor = (angleBase<=a && a<=angle) ? tex * qt_Opacity : tex * 0.0;
+}
diff --git a/Assets/Common/Shaders/Qt6/guageMask.vert b/Assets/Common/Shaders/Qt6/guageMask.vert
new file mode 100644
index 0000000..481dc61
--- /dev/null
+++ b/Assets/Common/Shaders/Qt6/guageMask.vert
@@ -0,0 +1,13 @@
+#version 440
+layout(location = 0) in vec4 qt_Vertex;
+layout(location = 1) in vec2 qt_MultiTexCoord0;
+layout(location = 0) out vec2 coord;
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+};
+
+void main(){
+ coord = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+}