/**************************************************************************** ** ** 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 grid; uniform float dividerValue; uniform float step_x; uniform float step_y; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; float offx = floor(uv.x / (grid * step_x)); float offy = floor(uv.y / (grid * step_y)); vec3 res = texture2D(source, vec2(offx * grid * step_x , offy * grid * step_y)).rgb; vec2 prc = fract(uv / vec2(grid * step_x, grid * step_y)); vec2 pw = pow(abs(prc - 0.5), vec2(2.0)); float rs = pow(0.45, 2.0); float gr = smoothstep(rs - 0.1, rs + 0.1, pw.x + pw.y); float y = (res.r + res.g + res.b) / 3.0; vec3 ra = res / y; float ls = 0.3; float lb = ceil(y / ls); float lf = ls * lb + 0.3; res = lf * res; vec3 col = mix(res, vec3(0.1, 0.1, 0.1), gr); if (uv.x < dividerValue) gl_FragColor = qt_Opacity * vec4(col, 1.0); else gl_FragColor = qt_Opacity * texture2D(source, uv); }