shadereffect example: remove unused legacy shader code
No point in exercising the file selector magic when there is only one possible path in Qt 6. Change-Id: I3b49b19d57a89855063e983ab0add13335840fb9 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This commit is contained in:
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commit
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@ -36,18 +36,12 @@ set(shadereffects_resource_files
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"content/Slider.qml"
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"content/face-smile.png"
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"content/qt-logo.png"
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"content/shaders/+qsb/blur.frag"
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"content/shaders/+qsb/colorize.frag"
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"content/shaders/+qsb/genie.vert"
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"content/shaders/+qsb/outline.frag"
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"content/shaders/+qsb/shadow.frag"
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"content/shaders/+qsb/wobble.frag"
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"content/shaders/blur.frag"
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"content/shaders/colorize.frag"
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"content/shaders/genie.vert"
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"content/shaders/outline.frag"
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"content/shaders/shadow.frag"
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"content/shaders/wobble.frag"
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"content/shaders/blur.frag.qsb"
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"content/shaders/colorize.frag.qsb"
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"content/shaders/genie.vert.qsb"
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"content/shaders/outline.frag.qsb"
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"content/shaders/shadow.frag.qsb"
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"content/shaders/wobble.frag.qsb"
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"shadereffects.qml"
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)
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@ -1,14 +1,21 @@
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uniform lowp float qt_Opacity;
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uniform sampler2D source;
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uniform highp vec2 delta;
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#version 440
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varying highp vec2 qt_TexCoord0;
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec2 delta;
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} ubuf;
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void main()
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{
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gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
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+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
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+ 0.2466 * texture2D(source, qt_TexCoord0)
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+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
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+ 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
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fragColor =(0.0538 * texture(source, qt_TexCoord0 - 3.182 * ubuf.delta)
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+ 0.3229 * texture(source, qt_TexCoord0 - 1.364 * ubuf.delta)
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+ 0.2466 * texture(source, qt_TexCoord0)
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+ 0.3229 * texture(source, qt_TexCoord0 + 1.364 * ubuf.delta)
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+ 0.0538 * texture(source, qt_TexCoord0 + 3.182 * ubuf.delta)) * ubuf.qt_Opacity;
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}
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@ -1,12 +1,20 @@
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uniform sampler2D source;
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uniform lowp vec4 tint;
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uniform lowp float qt_Opacity;
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#version 440
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varying highp vec2 qt_TexCoord0;
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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void main() {
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lowp vec4 c = texture2D(source, qt_TexCoord0);
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lowp float lo = min(min(c.x, c.y), c.z);
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lowp float hi = max(max(c.x, c.y), c.z);
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gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w);
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec4 tint;
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} ubuf;
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void main()
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{
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vec4 c = texture(source, qt_TexCoord0);
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float lo = min(min(c.x, c.y), c.z);
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float hi = max(max(c.x, c.y), c.z);
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fragColor = ubuf.qt_Opacity * vec4(mix(vec3(lo), vec3(hi), ubuf.tint.xyz), c.w);
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}
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@ -48,9 +48,9 @@
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::
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:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o ../+qsb/blur.frag blur.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o ../+qsb/colorize.frag colorize.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o ../+qsb/outline.frag outline.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o ../+qsb/shadow.frag shadow.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o ../+qsb/wobble.frag wobble.frag
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qsb -b --glsl "150,120,100 es" --hlsl 50 --msl 12 -o ../+qsb/genie.vert genie.vert
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -c -O -o blur.frag.qsb blur.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -c -O -o colorize.frag.qsb colorize.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -c -O -o outline.frag.qsb outline.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -c -O -o shadow.frag.qsb shadow.frag
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qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -c -O -o wobble.frag.qsb wobble.frag
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qsb -b --glsl "150,120,100 es" --hlsl 50 --msl 12 -c -O -o genie.vert.qsb genie.vert
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@ -1,21 +1,29 @@
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attribute highp vec4 qt_Vertex;
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attribute highp vec2 qt_MultiTexCoord0;
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#version 440
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uniform highp mat4 qt_Matrix;
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uniform highp float bend;
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uniform highp float minimize;
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uniform highp float side;
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uniform highp float width;
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uniform highp float height;
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layout(location = 0) in vec4 qt_Vertex;
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layout(location = 1) in vec2 qt_MultiTexCoord0;
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varying highp vec2 qt_TexCoord0;
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layout(location = 0) out vec2 qt_TexCoord0;
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void main() {
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float bend;
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float minimize;
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float side;
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float width;
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float height;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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qt_TexCoord0 = qt_MultiTexCoord0;
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highp vec4 pos = qt_Vertex;
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pos.y = mix(qt_Vertex.y, height, minimize);
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highp float t = pos.y / height;
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vec4 pos = qt_Vertex;
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pos.y = mix(qt_Vertex.y, ubuf.height, ubuf.minimize);
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float t = pos.y / ubuf.height;
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t = (3. - 2. * t) * t * t;
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pos.x = mix(qt_Vertex.x, side * width, t * bend);
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gl_Position = qt_Matrix * pos;
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pos.x = mix(qt_Vertex.x, ubuf.side * ubuf.width, t * ubuf.bend);
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gl_Position = ubuf.qt_Matrix * pos;
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}
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@ -1,16 +1,24 @@
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uniform sampler2D source;
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uniform highp vec2 delta;
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uniform highp float qt_Opacity;
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#version 440
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varying highp vec2 qt_TexCoord0;
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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void main() {
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lowp vec4 tl = texture2D(source, qt_TexCoord0 - delta);
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lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y));
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lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y));
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lowp vec4 br = texture2D(source, qt_TexCoord0 + delta);
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mediump vec4 gx = (tl + bl) - (tr + br);
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mediump vec4 gy = (tl + tr) - (bl + br);
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gl_FragColor.xyz = vec3(0.);
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gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec2 delta;
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} ubuf;
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void main()
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{
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vec4 tl = texture(source, qt_TexCoord0 - ubuf.delta);
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vec4 tr = texture(source, qt_TexCoord0 + vec2(ubuf.delta.x, -ubuf.delta.y));
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vec4 bl = texture(source, qt_TexCoord0 - vec2(ubuf.delta.x, -ubuf.delta.y));
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vec4 br = texture(source, qt_TexCoord0 + ubuf.delta);
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vec4 gx = (tl + bl) - (tr + br);
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vec4 gy = (tl + tr) - (bl + br);
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fragColor.xyz = vec3(0.);
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fragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * ubuf.qt_Opacity;
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}
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@ -1,21 +0,0 @@
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec2 delta;
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} ubuf;
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void main()
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{
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fragColor =(0.0538 * texture(source, qt_TexCoord0 - 3.182 * ubuf.delta)
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+ 0.3229 * texture(source, qt_TexCoord0 - 1.364 * ubuf.delta)
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+ 0.2466 * texture(source, qt_TexCoord0)
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+ 0.3229 * texture(source, qt_TexCoord0 + 1.364 * ubuf.delta)
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+ 0.0538 * texture(source, qt_TexCoord0 + 3.182 * ubuf.delta)) * ubuf.qt_Opacity;
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}
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@ -1,20 +0,0 @@
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec4 tint;
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} ubuf;
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void main()
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{
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vec4 c = texture(source, qt_TexCoord0);
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float lo = min(min(c.x, c.y), c.z);
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float hi = max(max(c.x, c.y), c.z);
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fragColor = ubuf.qt_Opacity * vec4(mix(vec3(lo), vec3(hi), ubuf.tint.xyz), c.w);
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}
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@ -1,29 +0,0 @@
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#version 440
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layout(location = 0) in vec4 qt_Vertex;
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layout(location = 1) in vec2 qt_MultiTexCoord0;
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layout(location = 0) out vec2 qt_TexCoord0;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float bend;
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float minimize;
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float side;
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float width;
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float height;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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qt_TexCoord0 = qt_MultiTexCoord0;
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vec4 pos = qt_Vertex;
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pos.y = mix(qt_Vertex.y, ubuf.height, ubuf.minimize);
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float t = pos.y / ubuf.height;
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t = (3. - 2. * t) * t * t;
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pos.x = mix(qt_Vertex.x, ubuf.side * ubuf.width, t * ubuf.bend);
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gl_Position = ubuf.qt_Matrix * pos;
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}
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@ -1,24 +0,0 @@
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec2 delta;
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} ubuf;
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void main()
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{
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vec4 tl = texture(source, qt_TexCoord0 - ubuf.delta);
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vec4 tr = texture(source, qt_TexCoord0 + vec2(ubuf.delta.x, -ubuf.delta.y));
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vec4 bl = texture(source, qt_TexCoord0 - vec2(ubuf.delta.x, -ubuf.delta.y));
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vec4 br = texture(source, qt_TexCoord0 + ubuf.delta);
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vec4 gx = (tl + bl) - (tr + br);
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vec4 gy = (tl + tr) - (bl + br);
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fragColor.xyz = vec3(0.);
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fragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * ubuf.qt_Opacity;
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}
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(binding = 2) uniform sampler2D shadow;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float darkness;
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vec2 delta;
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} ubuf;
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void main()
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{
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vec4 fg = texture(source, qt_TexCoord0);
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vec4 bg = texture(shadow, qt_TexCoord0 + ubuf.delta);
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fragColor = (fg + vec4(0., 0., 0., ubuf.darkness * bg.a) * (1. - fg.a)) * ubuf.qt_Opacity;
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}
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float amplitude;
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float frequency;
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float time;
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} ubuf;
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void main()
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{
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vec2 p = sin(ubuf.time + ubuf.frequency * qt_TexCoord0);
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fragColor = texture(source, qt_TexCoord0 + ubuf.amplitude * vec2(p.y, -p.x)) * ubuf.qt_Opacity;
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}
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uniform lowp float qt_Opacity;
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uniform highp vec2 offset;
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uniform sampler2D source;
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uniform sampler2D shadow;
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uniform highp float darkness;
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uniform highp vec2 delta;
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#version 440
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varying highp vec2 qt_TexCoord0;
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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void main() {
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lowp vec4 fg = texture2D(source, qt_TexCoord0);
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lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta);
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gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity;
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layout(binding = 1) uniform sampler2D source;
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layout(binding = 2) uniform sampler2D shadow;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float darkness;
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vec2 delta;
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} ubuf;
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void main()
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{
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vec4 fg = texture(source, qt_TexCoord0);
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vec4 bg = texture(shadow, qt_TexCoord0 + ubuf.delta);
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fragColor = (fg + vec4(0., 0., 0., ubuf.darkness * bg.a) * (1. - fg.a)) * ubuf.qt_Opacity;
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}
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uniform lowp float qt_Opacity;
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uniform highp float amplitude;
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uniform highp float frequency;
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uniform highp float time;
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uniform sampler2D source;
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#version 440
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varying highp vec2 qt_TexCoord0;
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float amplitude;
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float frequency;
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float time;
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} ubuf;
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void main()
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{
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highp vec2 p = sin(time + frequency * qt_TexCoord0);
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gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;
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vec2 p = sin(ubuf.time + ubuf.frequency * qt_TexCoord0);
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fragColor = texture(source, qt_TexCoord0 + ubuf.amplitude * vec2(p.y, -p.x)) * ubuf.qt_Opacity;
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}
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@ -128,7 +128,7 @@ Rectangle {
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property real time: 0
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NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
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//! [fragment]
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fragmentShader: "content/shaders/wobble.frag"
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fragmentShader: "content/shaders/wobble.frag.qsb"
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//! [fragment]
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Slider {
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id: wobbleSlider
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height: theItem.height
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property variant delta: Qt.size(1.0 / width, 0.0)
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property variant source: theSource
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||||
fragmentShader: "content/shaders/blur.frag"
|
||||
fragmentShader: "content/shaders/blur.frag.qsb"
|
||||
}
|
||||
}
|
||||
fragmentShader: "content/shaders/blur.frag"
|
||||
fragmentShader: "content/shaders/blur.frag.qsb"
|
||||
}
|
||||
}
|
||||
property real angle: 0
|
||||
|
@ -164,7 +164,7 @@ Rectangle {
|
|||
NumberAnimation on angle { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 6000 }
|
||||
property variant delta: Qt.size(offset.x / width, offset.y / height)
|
||||
property real darkness: shadowSlider.value
|
||||
fragmentShader: "content/shaders/shadow.frag"
|
||||
fragmentShader: "content/shaders/shadow.frag.qsb"
|
||||
Slider {
|
||||
id: shadowSlider
|
||||
anchors.left: parent.left
|
||||
|
@ -178,14 +178,14 @@ Rectangle {
|
|||
height: 160
|
||||
property variant source: theSource
|
||||
property variant delta: Qt.size(0.5 / width, 0.5 / height)
|
||||
fragmentShader: "content/shaders/outline.frag"
|
||||
fragmentShader: "content/shaders/outline.frag.qsb"
|
||||
}
|
||||
ShaderEffect {
|
||||
width: 160
|
||||
height: 160
|
||||
property variant source: theSource
|
||||
property color tint: root.sliderToColor(colorizeSlider.value)
|
||||
fragmentShader: "content/shaders/colorize.frag"
|
||||
fragmentShader: "content/shaders/colorize.frag.qsb"
|
||||
Slider {
|
||||
id: colorizeSlider
|
||||
anchors.left: parent.left
|
||||
|
@ -220,7 +220,7 @@ Rectangle {
|
|||
//! [properties]
|
||||
//! [vertex]
|
||||
mesh: Qt.size(10, 10)
|
||||
vertexShader: "content/shaders/genie.vert"
|
||||
vertexShader: "content/shaders/genie.vert.qsb"
|
||||
//! [vertex]
|
||||
Slider {
|
||||
id: genieSlider
|
||||
|
|
|
@ -4,17 +4,11 @@
|
|||
<file>content/face-smile.png</file>
|
||||
<file>content/qt-logo.png</file>
|
||||
<file>content/Slider.qml</file>
|
||||
<file>content/shaders/wobble.frag</file>
|
||||
<file>content/shaders/+qsb/wobble.frag</file>
|
||||
<file>content/shaders/blur.frag</file>
|
||||
<file>content/shaders/+qsb/blur.frag</file>
|
||||
<file>content/shaders/shadow.frag</file>
|
||||
<file>content/shaders/+qsb/shadow.frag</file>
|
||||
<file>content/shaders/outline.frag</file>
|
||||
<file>content/shaders/+qsb/outline.frag</file>
|
||||
<file>content/shaders/colorize.frag</file>
|
||||
<file>content/shaders/+qsb/colorize.frag</file>
|
||||
<file>content/shaders/genie.vert</file>
|
||||
<file>content/shaders/+qsb/genie.vert</file>
|
||||
<file>content/shaders/wobble.frag.qsb</file>
|
||||
<file>content/shaders/blur.frag.qsb</file>
|
||||
<file>content/shaders/shadow.frag.qsb</file>
|
||||
<file>content/shaders/outline.frag.qsb</file>
|
||||
<file>content/shaders/colorize.frag.qsb</file>
|
||||
<file>content/shaders/genie.vert.qsb</file>
|
||||
</qresource>
|
||||
</RCC>
|
||||
|
|
Loading…
Reference in New Issue