/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of this ** file. Please review the following information to ensure the GNU General ** Public License version 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html uniform float dividerValue; const float step_w = 0.0015625; const float step_h = 0.0027778; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb; vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb; vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb; vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb; vec3 t5 = texture2D(source, uv).rgb; vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb; vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb; vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb; vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb; vec3 xx = t1 + 2.0*t2 + t3 - t7 - 2.0*t8 - t9; vec3 yy = t1 - t3 + 2.0*t4 - 2.0*t6 + t7 - t9; vec3 rr = sqrt(xx * xx + yy * yy); vec3 col = rr * 2.0 * t5; if (uv.x < dividerValue) gl_FragColor = qt_Opacity * vec4(col, 1.0); else gl_FragColor = qt_Opacity * texture2D(source, uv); }