Provide a fallback if samplers in vertex shader are not supported.

This commit is contained in:
Filippo Scognamiglio 2014-10-04 14:09:49 +02:00
parent dab4b13bfd
commit f15440c3c3

View File

@ -56,6 +56,9 @@ ShaderEffect {
property real time: timeManager.time property real time: timeManager.time
property variant randomFunctionSource: randfuncsource property variant randomFunctionSource: randfuncsource
// If something goes wrong activate the fallback version of the shader.
property bool fallBack: false
blending: false blending: false
//Smooth random texture used for flickering effect. //Smooth random texture used for flickering effect.
@ -84,7 +87,6 @@ ShaderEffect {
vertexShader: " vertexShader: "
uniform highp mat4 qt_Matrix; uniform highp mat4 qt_Matrix;
uniform highp float time; uniform highp float time;
uniform sampler2D randomFunctionSource;
uniform highp float disp_left; uniform highp float disp_left;
uniform highp float disp_right; uniform highp float disp_right;
@ -96,10 +98,13 @@ ShaderEffect {
varying highp vec2 qt_TexCoord0;" + varying highp vec2 qt_TexCoord0;" +
(brightness_flickering !== 0.0 ?" (!fallBack ? "
uniform sampler2D randomFunctionSource;" : "") +
(!fallBack && brightness_flickering !== 0.0 ?"
varying lowp float brightness; varying lowp float brightness;
uniform lowp float brightness_flickering;" : "") + uniform lowp float brightness_flickering;" : "") +
(horizontal_sincronization !== 0.0 ?" (!fallBack && horizontal_sincronization !== 0.0 ?"
varying lowp float horizontal_distortion; varying lowp float horizontal_distortion;
uniform lowp float horizontal_sincronization;" : "") + uniform lowp float horizontal_sincronization;" : "") +
" "
@ -107,11 +112,11 @@ ShaderEffect {
qt_TexCoord0.x = (qt_MultiTexCoord0.x - disp_left) / (1.0 - disp_left - disp_right); qt_TexCoord0.x = (qt_MultiTexCoord0.x - disp_left) / (1.0 - disp_left - disp_right);
qt_TexCoord0.y = (qt_MultiTexCoord0.y - disp_top) / (1.0 - disp_top - disp_bottom); qt_TexCoord0.y = (qt_MultiTexCoord0.y - disp_top) / (1.0 - disp_top - disp_bottom);
vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" + vec2 coords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" +
(brightness_flickering !== 0.0 ? " (!fallBack && brightness_flickering !== 0.0 ? "
brightness = 1.0 + (texture2D(randomFunctionSource, coords).g - 0.5) * brightness_flickering;" brightness = 1.0 + (texture2D(randomFunctionSource, coords).g - 0.5) * brightness_flickering;"
: "") + : "") +
(horizontal_sincronization !== 0.0 ? " (!fallBack && horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g; float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) -coords) * 0.5).g;
float negsinc = 1.0 - 0.6 * horizontal_sincronization;" + " float negsinc = 1.0 - 0.6 * horizontal_sincronization;" + "
horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * 0.3*horizontal_sincronization;" horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * 0.3*horizontal_sincronization;"
@ -148,9 +153,16 @@ ShaderEffect {
uniform lowp float jitter;" : "") + uniform lowp float jitter;" : "") +
(rgb_shift !== 0 ? " (rgb_shift !== 0 ? "
uniform lowp float rgb_shift;" : "") + uniform lowp float rgb_shift;" : "") +
(brightness_flickering !== 0 ? "
(fallBack && (brightness_flickering || horizontal_sincronization) ? "
uniform lowp sampler2D randomFunctionSource;" : "") +
(fallBack && horizontal_sincronization !== 0 ? "
uniform lowp float horizontal_sincronization;" : "") +
(fallBack && brightness_flickering !== 0.0 ?"
uniform lowp float brightness_flickering;" : "") +
(!fallBack && brightness_flickering !== 0 ? "
varying lowp float brightness;" : "") + varying lowp float brightness;" : "") +
(horizontal_sincronization !== 0 ? " (!fallBack && horizontal_sincronization !== 0 ? "
varying lowp float horizontal_distortion;" : "") + varying lowp float horizontal_distortion;" : "") +
(glowing_line_strength !== 0 ? " (glowing_line_strength !== 0 ? "
@ -166,6 +178,20 @@ ShaderEffect {
"vec2 cc = vec2(0.5) - qt_TexCoord0;" + "vec2 cc = vec2(0.5) - qt_TexCoord0;" +
"float distance = length(cc);" + "float distance = length(cc);" +
//FallBack if there are problem
(fallBack && (brightness_flickering || horizontal_sincronization) ? "
vec2 randCoords = vec2(fract(time/(1024.0*2.0)), fract(time/(1024.0*1024.0)));" : "") +
(fallBack && brightness_flickering !== 0.0 ? "
float brightness = 1.0 + (texture2D(randomFunctionSource, randCoords).g - 0.5) * brightness_flickering;"
: "") +
(fallBack && horizontal_sincronization !== 0.0 ? "
float randval = 1.5 * texture2D(randomFunctionSource,(vec2(1.0) - randCoords) * 0.5).g;
float negsinc = 1.0 - 0.6 * horizontal_sincronization;" + "
float horizontal_distortion = step(negsinc, randval) * (randval - negsinc) * 0.3*horizontal_sincronization;"
: "") +
(noise_strength ? " (noise_strength ? "
float noise = noise_strength;" : "") + float noise = noise_strength;" : "") +
@ -238,5 +264,14 @@ ShaderEffect {
"gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" + "gl_FragColor = vec4(finalColor * screen_brightness, qt_Opacity);" +
"}" "}"
onStatusChanged: if (log) console.log(log) //Print warning messages onStatusChanged: {
// Print warning messages
if (log)
console.log(log);
// Activate fallback mode
if (status == ShaderEffect.Error) {
fallBack = true;
}
}
} }