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-rw-r--r--src/qcam/assets/shader/RGB.frag22
-rw-r--r--src/qcam/assets/shader/YUV_2_planes.frag42
-rw-r--r--src/qcam/assets/shader/YUV_3_planes.frag36
-rw-r--r--src/qcam/assets/shader/YUV_packed.frag83
-rw-r--r--src/qcam/assets/shader/bayer_1x_packed.frag216
-rw-r--r--src/qcam/assets/shader/bayer_8.frag107
-rw-r--r--src/qcam/assets/shader/bayer_8.vert51
-rw-r--r--src/qcam/assets/shader/identity.vert18
-rw-r--r--src/qcam/assets/shader/shaders.qrc13
9 files changed, 0 insertions, 588 deletions
diff --git a/src/qcam/assets/shader/RGB.frag b/src/qcam/assets/shader/RGB.frag
deleted file mode 100644
index 4c374ac9..00000000
--- a/src/qcam/assets/shader/RGB.frag
+++ /dev/null
@@ -1,22 +0,0 @@
-/* SPDX-License-Identifier: LGPL-2.1-or-later */
-/*
- * Copyright (C) 2020, Laurent Pinchart
- *
- * RGB.frag - Fragment shader code for RGB formats
- */
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-varying vec2 textureOut;
-uniform sampler2D tex_y;
-
-void main(void)
-{
- vec3 rgb;
-
- rgb = texture2D(tex_y, textureOut).RGB_PATTERN;
-
- gl_FragColor = vec4(rgb, 1.0);
-}
diff --git a/src/qcam/assets/shader/YUV_2_planes.frag b/src/qcam/assets/shader/YUV_2_planes.frag
deleted file mode 100644
index 1d5d1206..00000000
--- a/src/qcam/assets/shader/YUV_2_planes.frag
+++ /dev/null
@@ -1,42 +0,0 @@
-/* SPDX-License-Identifier: LGPL-2.1-or-later */
-/*
- * Copyright (C) 2020, Linaro
- *
- * YUV_2_planes.frag - Fragment shader code for NV12, NV16 and NV24 formats
- */
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-varying vec2 textureOut;
-uniform sampler2D tex_y;
-uniform sampler2D tex_u;
-
-const mat3 yuv2rgb_matrix = mat3(
- YUV2RGB_MATRIX
-);
-
-const vec3 yuv2rgb_offset = vec3(
- YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0
-);
-
-void main(void)
-{
- vec3 yuv;
-
- yuv.x = texture2D(tex_y, textureOut).r;
-#if defined(YUV_PATTERN_UV)
- yuv.y = texture2D(tex_u, textureOut).r;
- yuv.z = texture2D(tex_u, textureOut).a;
-#elif defined(YUV_PATTERN_VU)
- yuv.y = texture2D(tex_u, textureOut).a;
- yuv.z = texture2D(tex_u, textureOut).r;
-#else
-#error Invalid pattern
-#endif
-
- vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset);
-
- gl_FragColor = vec4(rgb, 1.0);
-}
diff --git a/src/qcam/assets/shader/YUV_3_planes.frag b/src/qcam/assets/shader/YUV_3_planes.frag
deleted file mode 100644
index 8f788e90..00000000
--- a/src/qcam/assets/shader/YUV_3_planes.frag
+++ /dev/null
@@ -1,36 +0,0 @@
-/* SPDX-License-Identifier: LGPL-2.1-or-later */
-/*
- * Copyright (C) 2020, Linaro
- *
- * YUV_3_planes_UV.frag - Fragment shader code for YUV420 format
- */
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-varying vec2 textureOut;
-uniform sampler2D tex_y;
-uniform sampler2D tex_u;
-uniform sampler2D tex_v;
-
-const mat3 yuv2rgb_matrix = mat3(
- YUV2RGB_MATRIX
-);
-
-const vec3 yuv2rgb_offset = vec3(
- YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0
-);
-
-void main(void)
-{
- vec3 yuv;
-
- yuv.x = texture2D(tex_y, textureOut).r;
- yuv.y = texture2D(tex_u, textureOut).r;
- yuv.z = texture2D(tex_v, textureOut).r;
-
- vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset);
-
- gl_FragColor = vec4(rgb, 1.0);
-}
diff --git a/src/qcam/assets/shader/YUV_packed.frag b/src/qcam/assets/shader/YUV_packed.frag
deleted file mode 100644
index b9ef9d41..00000000
--- a/src/qcam/assets/shader/YUV_packed.frag
+++ /dev/null
@@ -1,83 +0,0 @@
-/* SPDX-License-Identifier: LGPL-2.1-or-later */
-/*
- * Copyright (C) 2020, Laurent Pinchart <laurent.pinchart@ideasonboard.com>
- *
- * YUV_packed.frag - Fragment shader code for YUYV packed formats
- */
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-varying vec2 textureOut;
-
-uniform sampler2D tex_y;
-uniform vec2 tex_step;
-
-const mat3 yuv2rgb_matrix = mat3(
- YUV2RGB_MATRIX
-);
-
-const vec3 yuv2rgb_offset = vec3(
- YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0
-);
-
-void main(void)
-{
- /*
- * The sampler won't interpolate the texture correctly along the X axis,
- * as each RGBA pixel effectively stores two pixels. We thus need to
- * interpolate manually.
- *
- * In integer texture coordinates, the Y values are layed out in the
- * texture memory as follows:
- *
- * ...| Y U Y V | Y U Y V | Y U Y V |...
- * ...| R G B A | R G B A | R G B A |...
- * ^ ^ ^ ^ ^ ^
- * | | | | | |
- * n-1 n-0.5 n n+0.5 n+1 n+1.5
- *
- * For a texture location x in the interval [n, n+1[, sample the left
- * and right pixels at n and n+1, and interpolate them with
- *
- * left.r * (1 - a) + left.b * a if fract(x) < 0.5
- * left.b * (1 - a) + right.r * a if fract(x) >= 0.5
- *
- * with a = fract(x * 2) which can also be written
- *
- * a = fract(x) * 2 if fract(x) < 0.5
- * a = fract(x) * 2 - 1 if fract(x) >= 0.5
- */
- vec2 pos = textureOut;
- float f_x = fract(pos.x / tex_step.x);
-
- vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_step.x, pos.y));
- vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_step.x , pos.y));
-
-#if defined(YUV_PATTERN_UYVY)
- float y_left = mix(left.g, left.a, f_x * 2.0);
- float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.rb, right.rb, f_x);
-#elif defined(YUV_PATTERN_VYUY)
- float y_left = mix(left.g, left.a, f_x * 2.0);
- float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.br, right.br, f_x);
-#elif defined(YUV_PATTERN_YUYV)
- float y_left = mix(left.r, left.b, f_x * 2.0);
- float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.ga, right.ga, f_x);
-#elif defined(YUV_PATTERN_YVYU)
- float y_left = mix(left.r, left.b, f_x * 2.0);
- float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
- vec2 uv = mix(left.ag, right.ag, f_x);
-#else
-#error Invalid pattern
-#endif
-
- float y = mix(y_left, y_right, step(0.5, f_x));
-
- vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset);
-
- gl_FragColor = vec4(rgb, 1.0);
-}
diff --git a/src/qcam/assets/shader/bayer_1x_packed.frag b/src/qcam/assets/shader/bayer_1x_packed.frag
deleted file mode 100644
index f53f5575..00000000
--- a/src/qcam/assets/shader/bayer_1x_packed.frag
+++ /dev/null
@@ -1,216 +0,0 @@
-/* SPDX-License-Identifier: BSD-2-Clause */
-/*
- * Based on the code from http://jgt.akpeters.com/papers/McGuire08/
- *
- * Efficient, High-Quality Bayer Demosaic Filtering on GPUs
- *
- * Morgan McGuire
- *
- * This paper appears in issue Volume 13, Number 4.
- * ---------------------------------------------------------
- * Copyright (c) 2008, Morgan McGuire. All rights reserved.
- *
- *
- * Modified by Linaro Ltd for 10/12-bit packed vs 8-bit raw Bayer format,
- * and for simpler demosaic algorithm.
- * Copyright (C) 2020, Linaro
- *
- * bayer_1x_packed.frag - Fragment shader code for raw Bayer 10-bit and 12-bit
- * packed formats
- */
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-/*
- * These constants are used to select the bytes containing the HS part of
- * the pixel value:
- * BPP - bytes per pixel,
- * THRESHOLD_L = fract(BPP) * 0.5 + 0.02
- * THRESHOLD_H = 1.0 - fract(BPP) * 1.5 + 0.02
- * Let X is the x coordinate in the texture measured in bytes (so that the
- * range is from 0 to (stride_-1)) aligned on the nearest pixel.
- * E.g. for RAW10P:
- * -------------+-------------------+-------------------+--
- * pixel No | 0 1 2 3 | 4 5 6 7 | ...
- * -------------+-------------------+-------------------+--
- * byte offset | 0 1 2 3 4 | 5 6 7 8 9 | ...
- * -------------+-------------------+-------------------+--
- * X | 0.0 1.25 2.5 3.75 | 5.0 6.25 7.5 8.75 | ...
- * -------------+-------------------+-------------------+--
- * If fract(X) < THRESHOLD_L then the previous byte contains the LS
- * bits of the pixel values and needs to be skipped.
- * If fract(X) > THRESHOLD_H then the next byte contains the LS bits
- * of the pixel values and needs to be skipped.
- */
-#if defined(RAW10P)
-#define BPP 1.25
-#define THRESHOLD_L 0.14
-#define THRESHOLD_H 0.64
-#elif defined(RAW12P)
-#define BPP 1.5
-#define THRESHOLD_L 0.27
-#define THRESHOLD_H 0.27
-#else
-#error Invalid raw format
-#endif
-
-
-varying vec2 textureOut;
-
-/* the texture size in pixels */
-uniform vec2 tex_size;
-uniform vec2 tex_step;
-uniform vec2 tex_bayer_first_red;
-
-uniform sampler2D tex_y;
-
-void main(void)
-{
- vec3 rgb;
-
- /*
- * center_bytes holds the coordinates of the MS byte of the pixel
- * being sampled on the [0, stride-1/height-1] range.
- * center_pixel holds the coordinates of the pixel being sampled
- * on the [0, width/height-1] range.
- */
- vec2 center_bytes;
- vec2 center_pixel;
-
- /*
- * x- and y-positions of the adjacent pixels on the [0, 1] range.
- */
- vec2 xcoords;
- vec2 ycoords;
-
- /*
- * The coordinates passed to the shader in textureOut may point
- * to a place in between the pixels if the texture format doesn't
- * match the image format. In particular, MIPI packed raw Bayer
- * formats don't have a matching texture format.
- * In this case align the coordinates to the left nearest pixel
- * by hand.
- */
- center_pixel = floor(textureOut * tex_size);
- center_bytes.y = center_pixel.y;
-
- /*
- * Add a small number (a few mantissa's LSBs) to avoid float
- * representation issues. Maybe paranoic.
- */
- center_bytes.x = BPP * center_pixel.x + 0.02;
-
- float fract_x = fract(center_bytes.x);
-
- /*
- * The below floor() call ensures that center_bytes.x points
- * at one of the bytes representing the 8 higher bits of
- * the pixel value, not at the byte containing the LS bits
- * of the group of the pixels.
- */
- center_bytes.x = floor(center_bytes.x);
- center_bytes *= tex_step;
-
- xcoords = center_bytes.x + vec2(-tex_step.x, tex_step.x);
- ycoords = center_bytes.y + vec2(-tex_step.y, tex_step.y);
-
- /*
- * If xcoords[0] points at the byte containing the LS bits
- * of the previous group of the pixels, move xcoords[0] one
- * byte back.
- */
- xcoords[0] += (fract_x < THRESHOLD_L) ? -tex_step.x : 0.0;
-
- /*
- * If xcoords[1] points at the byte containing the LS bits
- * of the current group of the pixels, move xcoords[1] one
- * byte forward.
- */
- xcoords[1] += (fract_x > THRESHOLD_H) ? tex_step.x : 0.0;
-
- vec2 alternate = mod(center_pixel.xy + tex_bayer_first_red, 2.0);
- bool even_col = alternate.x < 1.0;
- bool even_row = alternate.y < 1.0;
-
- /*
- * We need to sample the central pixel and the ones with offset
- * of -1 to +1 pixel in both X and Y directions. Let's name these
- * pixels as below, where C is the central pixel:
- *
- * +----+----+----+----+
- * | \ x| | | |
- * |y \ | -1 | 0 | +1 |
- * +----+----+----+----+
- * | +1 | D2 | A1 | D3 |
- * +----+----+----+----+
- * | 0 | B0 | C | B1 |
- * +----+----+----+----+
- * | -1 | D0 | A0 | D1 |
- * +----+----+----+----+
- *
- * In the below equations (0,-1).r means "r component of the texel
- * shifted by -tex_step.y from the center_bytes one" etc.
- *
- * In the even row / even column (EE) case the colour values are:
- * R = C = (0,0).r,
- * G = (A0 + A1 + B0 + B1) / 4.0 =
- * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,
- * B = (D0 + D1 + D2 + D3) / 4.0 =
- * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0
- *
- * For even row / odd column (EO):
- * R = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0,
- * G = C = (0,0).r,
- * B = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0
- *
- * For odd row / even column (OE):
- * R = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0,
- * G = C = (0,0).r,
- * B = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0
- *
- * For odd row / odd column (OO):
- * R = (D0 + D1 + D2 + D3) / 4.0 =
- * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0,
- * G = (A0 + A1 + B0 + B1) / 4.0 =
- * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,
- * B = C = (0,0).r
- */
-
- /*
- * Fetch the values and precalculate the terms:
- * patterns.x = (A0 + A1) / 2.0
- * patterns.y = (B0 + B1) / 2.0
- * patterns.z = (A0 + A1 + B0 + B1) / 4.0
- * patterns.w = (D0 + D1 + D2 + D3) / 4.0
- */
- #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
-
- float C = texture2D(tex_y, center_bytes).r;
- vec4 patterns = vec4(
- fetch(center_bytes.x, ycoords[0]), /* A0: (0,-1) */
- fetch(xcoords[0], center_bytes.y), /* B0: (-1,0) */
- fetch(xcoords[0], ycoords[0]), /* D0: (-1,-1) */
- fetch(xcoords[1], ycoords[0])); /* D1: (1,-1) */
- vec4 temp = vec4(
- fetch(center_bytes.x, ycoords[1]), /* A1: (0,1) */
- fetch(xcoords[1], center_bytes.y), /* B1: (1,0) */
- fetch(xcoords[1], ycoords[1]), /* D3: (1,1) */
- fetch(xcoords[0], ycoords[1])); /* D2: (-1,1) */
- patterns = (patterns + temp) * 0.5;
- /* .x = (A0 + A1) / 2.0, .y = (B0 + B1) / 2.0 */
- /* .z = (D0 + D3) / 2.0, .w = (D1 + D2) / 2.0 */
- patterns.w = (patterns.z + patterns.w) * 0.5;
- patterns.z = (patterns.x + patterns.y) * 0.5;
-
- rgb = even_col ?
- (even_row ?
- vec3(C, patterns.zw) :
- vec3(patterns.x, C, patterns.y)) :
- (even_row ?
- vec3(patterns.y, C, patterns.x) :
- vec3(patterns.wz, C));
-
- gl_FragColor = vec4(rgb, 1.0);
-}
diff --git a/src/qcam/assets/shader/bayer_8.frag b/src/qcam/assets/shader/bayer_8.frag
deleted file mode 100644
index 7e35ca88..00000000
--- a/src/qcam/assets/shader/bayer_8.frag
+++ /dev/null
@@ -1,107 +0,0 @@
-/* SPDX-License-Identifier: BSD-2-Clause */
-/*
-From http://jgt.akpeters.com/papers/McGuire08/
-
-Efficient, High-Quality Bayer Demosaic Filtering on GPUs
-
-Morgan McGuire
-
-This paper appears in issue Volume 13, Number 4.
----------------------------------------------------------
-Copyright (c) 2008, Morgan McGuire. All rights reserved.
-
-Modified by Linaro Ltd to integrate it into libcamera.
-Copyright (C) 2021, Linaro
-*/
-
-//Pixel Shader
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
-uniform sampler2D tex_y;
-varying vec4 center;
-varying vec4 yCoord;
-varying vec4 xCoord;
-
-void main(void) {
- #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
-
- float C = texture2D(tex_y, center.xy).r; // ( 0, 0)
- const vec4 kC = vec4( 4.0, 6.0, 5.0, 5.0) / 8.0;
-
- // Determine which of four types of pixels we are on.
- vec2 alternate = mod(floor(center.zw), 2.0);
-
- vec4 Dvec = vec4(
- fetch(xCoord[1], yCoord[1]), // (-1,-1)
- fetch(xCoord[1], yCoord[2]), // (-1, 1)
- fetch(xCoord[2], yCoord[1]), // ( 1,-1)
- fetch(xCoord[2], yCoord[2])); // ( 1, 1)
-
- vec4 PATTERN = (kC.xyz * C).xyzz;
-
- // Can also be a dot product with (1,1,1,1) on hardware where that is
- // specially optimized.
- // Equivalent to: D = Dvec[0] + Dvec[1] + Dvec[2] + Dvec[3];
- Dvec.xy += Dvec.zw;
- Dvec.x += Dvec.y;
-
- vec4 value = vec4(
- fetch(center.x, yCoord[0]), // ( 0,-2)
- fetch(center.x, yCoord[1]), // ( 0,-1)
- fetch(xCoord[0], center.y), // (-2, 0)
- fetch(xCoord[1], center.y)); // (-1, 0)
-
- vec4 temp = vec4(
- fetch(center.x, yCoord[3]), // ( 0, 2)
- fetch(center.x, yCoord[2]), // ( 0, 1)
- fetch(xCoord[3], center.y), // ( 2, 0)
- fetch(xCoord[2], center.y)); // ( 1, 0)
-
- // Even the simplest compilers should be able to constant-fold these to
- // avoid the division.
- // Note that on scalar processors these constants force computation of some
- // identical products twice.
- const vec4 kA = vec4(-1.0, -1.5, 0.5, -1.0) / 8.0;
- const vec4 kB = vec4( 2.0, 0.0, 0.0, 4.0) / 8.0;
- const vec4 kD = vec4( 0.0, 2.0, -1.0, -1.0) / 8.0;
-
- // Conserve constant registers and take advantage of free swizzle on load
- #define kE (kA.xywz)
- #define kF (kB.xywz)
-
- value += temp;
-
- // There are five filter patterns (identity, cross, checker,
- // theta, phi). Precompute the terms from all of them and then
- // use swizzles to assign to color channels.
- //
- // Channel Matches
- // x cross (e.g., EE G)
- // y checker (e.g., EE B)
- // z theta (e.g., EO R)
- // w phi (e.g., EO R)
- #define A (value[0])
- #define B (value[1])
- #define D (Dvec.x)
- #define E (value[2])
- #define F (value[3])
-
- // Avoid zero elements. On a scalar processor this saves two MADDs
- // and it has no effect on a vector processor.
- PATTERN.yzw += (kD.yz * D).xyy;
-
- PATTERN += (kA.xyz * A).xyzx + (kE.xyw * E).xyxz;
- PATTERN.xw += kB.xw * B;
- PATTERN.xz += kF.xz * F;
-
- gl_FragColor.rgb = (alternate.y == 0.0) ?
- ((alternate.x == 0.0) ?
- vec3(C, PATTERN.xy) :
- vec3(PATTERN.z, C, PATTERN.w)) :
- ((alternate.x == 0.0) ?
- vec3(PATTERN.w, C, PATTERN.z) :
- vec3(PATTERN.yx, C));
-}
diff --git a/src/qcam/assets/shader/bayer_8.vert b/src/qcam/assets/shader/bayer_8.vert
deleted file mode 100644
index 3695a5e9..00000000
--- a/src/qcam/assets/shader/bayer_8.vert
+++ /dev/null
@@ -1,51 +0,0 @@
-/* SPDX-License-Identifier: BSD-2-Clause */
-/*
-From http://jgt.akpeters.com/papers/McGuire08/
-
-Efficient, High-Quality Bayer Demosaic Filtering on GPUs
-
-Morgan McGuire
-
-This paper appears in issue Volume 13, Number 4.
----------------------------------------------------------
-Copyright (c) 2008, Morgan McGuire. All rights reserved.
-
-Modified by Linaro Ltd to integrate it into libcamera.
-Copyright (C) 2021, Linaro
-*/
-
-//Vertex Shader
-
-attribute vec4 vertexIn;
-attribute vec2 textureIn;
-
-uniform vec2 tex_size; /* The texture size in pixels */
-uniform vec2 tex_step;
-
-/** Pixel position of the first red pixel in the */
-/** Bayer pattern. [{0,1}, {0, 1}]*/
-uniform vec2 tex_bayer_first_red;
-
-/** .xy = Pixel being sampled in the fragment shader on the range [0, 1]
- .zw = ...on the range [0, sourceSize], offset by firstRed */
-varying vec4 center;
-
-/** center.x + (-2/w, -1/w, 1/w, 2/w); These are the x-positions */
-/** of the adjacent pixels.*/
-varying vec4 xCoord;
-
-/** center.y + (-2/h, -1/h, 1/h, 2/h); These are the y-positions */
-/** of the adjacent pixels.*/
-varying vec4 yCoord;
-
-void main(void) {
- center.xy = textureIn;
- center.zw = textureIn * tex_size + tex_bayer_first_red;
-
- xCoord = center.x + vec4(-2.0 * tex_step.x,
- -tex_step.x, tex_step.x, 2.0 * tex_step.x);
- yCoord = center.y + vec4(-2.0 * tex_step.y,
- -tex_step.y, tex_step.y, 2.0 * tex_step.y);
-
- gl_Position = vertexIn;
-}
diff --git a/src/qcam/assets/shader/identity.vert b/src/qcam/assets/shader/identity.vert
deleted file mode 100644
index 12c41377..00000000
--- a/src/qcam/assets/shader/identity.vert
+++ /dev/null
@@ -1,18 +0,0 @@
-/* SPDX-License-Identifier: LGPL-2.1-or-later */
-/*
- * Copyright (C) 2020, Linaro
- *
- * identity.vert - Identity vertex shader for pixel format conversion
- */
-
-attribute vec4 vertexIn;
-attribute vec2 textureIn;
-varying vec2 textureOut;
-
-uniform float stride_factor;
-
-void main(void)
-{
- gl_Position = vertexIn;
- textureOut = vec2(textureIn.x * stride_factor, textureIn.y);
-}
diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc
deleted file mode 100644
index 96c709f9..00000000
--- a/src/qcam/assets/shader/shaders.qrc
+++ /dev/null
@@ -1,13 +0,0 @@
-<!-- SPDX-License-Identifier: LGPL-2.1-or-later -->
-<!DOCTYPE RCC><RCC version="1.0">
-<qresource>
- <file>RGB.frag</file>
- <file>YUV_2_planes.frag</file>
- <file>YUV_3_planes.frag</file>
- <file>YUV_packed.frag</file>
- <file>bayer_1x_packed.frag</file>
- <file>bayer_8.frag</file>
- <file>bayer_8.vert</file>
- <file>identity.vert</file>
-</qresource>
-</RCC>