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/****************************************************************************
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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** This file is part of the Qt Mobility Components.
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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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****************************************************************************/
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// Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html
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uniform float dividerValue;
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uniform sampler2D source;
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uniform lowp float qt_Opacity;
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varying vec2 qt_TexCoord0;
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vec2 uv = qt_TexCoord0.xy;
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float offx = floor(uv.x / (grid * step_x));
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float offy = floor(uv.y / (grid * step_y));
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vec3 res = texture2D(source, vec2(offx * grid * step_x , offy * grid * step_y)).rgb;
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vec2 prc = fract(uv / vec2(grid * step_x, grid * step_y));
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vec2 pw = pow(abs(prc - 0.5), vec2(2.0));
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float rs = pow(0.45, 2.0);
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float gr = smoothstep(rs - 0.1, rs + 0.1, pw.x + pw.y);
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float y = (res.r + res.g + res.b) / 3.0;
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float lb = ceil(y / ls);
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float lf = ls * lb + 0.3;
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vec3 col = mix(res, vec3(0.1, 0.1, 0.1), gr);
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if (uv.x < dividerValue)
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gl_FragColor = qt_Opacity * vec4(col, 1.0);
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gl_FragColor = qt_Opacity * texture2D(source, uv);