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2019-04-11T13:18:37 [INFO] Vertex shader added successfully
2019-04-11T13:18:37 [WARNING] QOpenGLShader::compile(Fragment): 0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES
2019-04-11T13:18:37 [WARNING] *** Problematic Fragment shader source code ***
#version 150
#define lowp
#define mediump
#define highp
#line 1
uniform sampler2D tex0;
in vec2 vTexCoord;
out vec4 FragColor;
uniform float colors; // 12.0
uniform float sat_levels; // 4.0
uniform float bri_levels; // 4.0
uniform float edge_thres; // 0.2;
uniform float edge_thres2; // 5.0;
vec3 RGBtoHSV( float r, float g, float b)
{
float minv, maxv, delta;
vec3 res;
minv = min(min(r, g), b);
maxv = max(max(r, g), b);
res.z = maxv; // v
delta = maxv - minv;
if( maxv != 0.0 )
res.y = delta / maxv; // s
else {
// r = g = b = 0 // s = 0, v is undefined
res.y = 0.0;
res.x = -1.0;
return res;
}
if( r == maxv )
res.x = ( g - b ) / delta; // between yellow & magenta
else if( g == maxv )
res.x = 2.0 + ( b - r ) / delta; // between cyan & yellow
else
res.x = 4.0 + ( r - g ) / delta; // between magenta & cyan
res.x = res.x * 60.0; // degrees
if( res.x < 0.0 )
res.x = res.x + 360.0;
return res;
}
vec3 HSVtoRGB(float h, float s, float v )
{
int i;
float f, p, q, t;
vec3 res;
if( s == 0.0 )
{
// achromatic (grey)
res.x = v;
res.y = v;
res.z = v;
return res;
}
h /= 60.0; // sector 0 to 5
i = int(floor( h ));
f = h - float(i); // factorial part of h
p = v * ( 1.0 - s );
q = v * ( 1.0 - s * f );
t = v * ( 1.0 - s * ( 1.0 - f ) );
switch(i)
{
case 0:
res.x = v;
res.y = t;
res.z = p;
break;
case 1:
res.x = q;
res.y = v;
res.z = p;
break;
case 2:
res.x = p;
res.y = v;
res.z = t;
break;
case 3:
res.x = p;
res.y = q;
res.z = v;
break;
case 4:
res.x = t;
res.y = p;
res.z = v;
break;
default: // case 5:
res.x = v;
res.y = p;
res.z = q;
break;
}
return res;
}
// averaged pixel intensity from 3 color channels
float avg_intensity(vec4 pix)
{
return (pix.r + pix.g + pix.b)/3.;
}
vec4 get_pixel(vec2 coords, float dx, float dy)
{
return texture(tex0,coords + vec2(dx, dy));
}
// returns pixel color
float IsEdge(in vec2 coords)
{
float dxtex = 1.0 /float(textureSize(tex0,0)) ;
float dytex = 1.0 /float(textureSize(tex0,0));
float pix[9];
int k = -1;
float delta;
// read neighboring pixel intensities
for (int i=-1; i<2; i++) {
for(int j=-1; j<2; j++) {
k++;
pix[k] = avg_intensity(get_pixel(coords,float(i)*dxtex,
float(j)*dytex));
}
}
// average color differences around neighboring pixels
delta = (abs(pix[1]-pix[7])+
abs(pix[5]-pix[3]) +
abs(pix[0]-pix[8])+
abs(pix[2]-pix[6])
)/4.;
//return clamp(5.5*delta,0.0,1.0);
return clamp(edge_thres2*delta,0.0,1.0);
}
void main() {
vec2 uv = vTexCoord.xy;
vec4 tc = vec4(1.0, 0.0, 0.0, 1.0);
vec3 colorOrg = texture(tex0, uv).rgb;
vec3 vHSV = RGBtoHSV(colorOrg.r,colorOrg.g,colorOrg.b);
// hue limiting
if (colors == 0.0) {
vHSV.y = 0.0;
} else {
float hue_divider = (360.0/colors);
vHSV.x = round(vHSV.x/hue_divider)*hue_divider;
float sat_divider = 100.0/sat_levels;
vHSV.y = round((vHSV.y*100.0)/sat_divider)*sat_divider/100.0;
}
float bri_divider = 100.0/bri_levels;
vHSV.z = round((vHSV.z*100.0)/bri_divider)*bri_divider/100.0;
float edg = IsEdge(uv);
vec3 vRGB = (edg >= (1.0-((edge_thres-1.0)*0.01)))? vec3(0.0,0.0,0.0):HSVtoRGB(vHSV.x,vHSV.y,vHSV.z);
tc = vec4(vRGB.x,vRGB.y,vRGB.z, 1);
FragColor = tc;
}
***
2019-04-11T13:18:37 [WARNING] Fragment shader could not be added