Change-Id: Ib82c1be5548443ef1f5e97b3d5641a2f55d212af Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
74 lines
2.6 KiB
GLSL
74 lines
2.6 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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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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** $QT_BEGIN_LICENSE:LGPL$
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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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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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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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** 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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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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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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