Inital commit of the Komplex Hub

This commit is contained in:
Digital Artifex
2026-06-02 15:11:36 -04:00
commit 96a7c71a29
290 changed files with 21517 additions and 0 deletions
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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec4 color;
};
layout(binding = 1) uniform sampler2D src;
void main() {
vec4 p = texture(src, qt_TexCoord0);
if (p.a == 0) // Otherwise background is affected
discard;
fragColor = color * qt_Opacity;
}
@@ -0,0 +1,19 @@
#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
};
layout(binding = 1) uniform sampler2D shadow;
layout(binding = 2) uniform sampler2D original;
void main() {
vec4 o = texture(original, qt_TexCoord0); // original
if (o.a != 0.0)
discard;
vec4 s = texture(shadow, qt_TexCoord0); // shadow
fragColor = s;
}
@@ -0,0 +1,52 @@
#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float blurKernel;
float sigma;
vec2 pixelSize;
int useOffscreenColor; // bool
vec4 offscreenColor;
};
layout(binding = 1) uniform sampler2D src;
const float PI = 3.14159265359;
const float sqrtDoublePI = sqrt(2.0 * PI);
vec4 gaussianBlur(sampler2D tex, int miplevel) {
vec4 col = vec4(0.0);
float sum = 0;
float k = ceil(blurKernel);
// Normalize kernel weights
for (float i = -k; i <= k; ++i) {
sum += exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma);
}
for (float i = -k; i <= k; ++i) {
vec2 coord = qt_TexCoord0 + (pixelSize * float(i));
float weight = exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma);
if (useOffscreenColor != 0
&& (coord.x > 1.0 || coord.y > 1.0
|| coord.x < 0.0 || coord.y < 0.0)) {
col += offscreenColor * weight / sum;
} else {
col += texture(tex, coord) * weight / sum;
}
}
return col;
}
void main() {
vec4 p = (blurKernel > 0) ? gaussianBlur(src, 0)
: texture(src, qt_TexCoord0);
fragColor = p * qt_Opacity;
}
@@ -0,0 +1,19 @@
#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec4 color;
};
layout(binding = 1) uniform sampler2D src;
void main() {
vec4 p = texture(src, qt_TexCoord0);
if (p.a != 0)
discard;
fragColor = color * qt_Opacity;
}
@@ -0,0 +1,27 @@
#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
};
layout(binding = 1) uniform sampler2D shadow;
layout(binding = 2) uniform sampler2D original;
void main() {
vec4 o = texture(original, qt_TexCoord0); // original
if (o.a == 0)
discard;
vec4 s = texture(shadow, qt_TexCoord0); // shadow
if (s.a == 0)
discard;
fragColor = s;
//} else {
// fragColor.rgb = mix(s.rgb, o.rgb, (1.0 - s.a));
// fragColor.a = s.a + (o.a * (1.0 - s.a));
//}
}
@@ -0,0 +1,27 @@
#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
// qt_Matrix and qt_Opacity must always be both present
// if the built-in vertex shader is used.
mat4 qt_Matrix;
float qt_Opacity;
};
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D maskSource;
void main()
{
if (texture(maskSource, qt_TexCoord0.st).a == 0.0) {
fragColor = vec4(0);
} else {
fragColor = texture(source, qt_TexCoord0.st);
}
//fragColor = texture(source, qt_TexCoord0.st)
// * (texture(maskSource, qt_TexCoord0.st).a)
// * qt_Opacity;
}