Previous shader caused untransformed pixels (those outside of the lens) radius to be offset slightly from their original positions. Change-Id: I4df847fdc40073a55da8777981c3fdd373937658 Reviewed-by: Michael Goddard <michael.goddard@nokia.com>
69 lines
2.5 KiB
GLSL
69 lines
2.5 KiB
GLSL
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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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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** file. Please review the following information to ensure the GNU Lesser
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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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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** and appearing in the file LICENSE.GPL included in the packaging of this
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****************************************************************************/
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// Based on http://www.reddit.com/r/programming/comments/losip/shader_toy/c2upn1e
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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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uniform float radius;
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uniform float diffractionIndex;
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uniform float targetWidth;
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uniform float targetHeight;
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uniform float posX;
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uniform float posY;
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void main()
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{
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vec2 tc = qt_TexCoord0;
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vec2 center = vec2(posX, posY);
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vec2 xy = gl_FragCoord.xy - center.xy;
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float r = sqrt(xy.x * xy.x + xy.y * xy.y);
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if (r < radius) {
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float h = diffractionIndex * 0.5 * radius;
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vec2 new_xy = r < radius ? xy * (radius - h) / sqrt(radius * radius - r * r) : xy;
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vec2 targetSize = vec2(targetWidth, targetHeight);
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tc = (new_xy + center) / targetSize;
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tc.y = 1.0 - tc.y;
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}
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gl_FragColor = qt_Opacity * texture2D(source, tc);
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}
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