/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** 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. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ uniform float dividerValue; uniform float blurSize; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; vec4 c = vec4(0.0); if (uv.x < dividerValue) { c += texture2D(source, uv - vec2(4.0*blurSize, 0.0)) * 0.05; c += texture2D(source, uv - vec2(3.0*blurSize, 0.0)) * 0.09; c += texture2D(source, uv - vec2(2.0*blurSize, 0.0)) * 0.12; c += texture2D(source, uv - vec2(1.0*blurSize, 0.0)) * 0.15; c += texture2D(source, uv) * 0.18; c += texture2D(source, uv + vec2(1.0*blurSize, 0.0)) * 0.15; c += texture2D(source, uv + vec2(2.0*blurSize, 0.0)) * 0.12; c += texture2D(source, uv + vec2(3.0*blurSize, 0.0)) * 0.09; c += texture2D(source, uv + vec2(4.0*blurSize, 0.0)) * 0.05; } else { c = texture2D(source, qt_TexCoord0); } gl_FragColor = qt_Opacity * c; }