Qt copyrights are now in The Qt Company, so we could update the source code headers accordingly. In the same go we should also fix the links to point to qt.io. Change-Id: I1c6faa4f59f8eca54f01ef20941fa60161dd7872 Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com>
66 lines
2.5 KiB
GLSL
66 lines
2.5 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies).
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt Mobility Components.
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**
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** $QT_BEGIN_LICENSE:LGPL21$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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// Based on http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/
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uniform float centerX;
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uniform float centerY;
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uniform float dividerValue;
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uniform float granularity;
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uniform float time;
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uniform float weight;
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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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void main()
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{
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vec2 uv = qt_TexCoord0.xy;
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vec2 tc = qt_TexCoord0;
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vec2 center = vec2(centerX, centerY);
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const vec3 shock = vec3(10.0, 1.5, 0.1);
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if (uv.x < dividerValue) {
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float distance = distance(uv, center);
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if ((distance <= (time + shock.z)) &&
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(distance >= (time - shock.z))) {
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float diff = (distance - time);
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float powDiff = 1.0 - pow(abs(diff*shock.x), shock.y*weight);
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float diffTime = diff * powDiff;
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vec2 diffUV = normalize(uv - center);
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tc += (diffUV * diffTime);
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}
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}
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gl_FragColor = qt_Opacity * texture2D(source, tc);
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}
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