Re-enable Magnify shader. Use correct coordinates for Magnify and Ripple shader. Task-number: QTBUG-38121 Change-Id: Ie8d962ba841d074c9ebcf3b86f948848ad6a1812 Reviewed-by: Topi Reiniö <topi.reinio@digia.com>
80 lines
3.1 KiB
GLSL
80 lines
3.1 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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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** 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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**
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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 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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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
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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** $QT_END_LICENSE$
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****************************************************************************/
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// Based on http://blog.qt.digia.com/blog/2011/03/22/the-convenient-power-of-qml-scene-graph/
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uniform float dividerValue;
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uniform float targetWidth;
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uniform float targetHeight;
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uniform float time;
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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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const float PI = 3.1415926535;
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const int ITER = 7;
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const float RATE = 0.1;
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uniform float amplitude;
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uniform float n;
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uniform float pixDens;
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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 = uv;
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vec2 p = vec2(-1.0 + 2.0 * (gl_FragCoord.x - (pixDens * 14.0)) / targetWidth, -(-1.0 + 2.0 * (gl_FragCoord.y - (pixDens * 29.0)) / targetHeight));
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float diffx = 0.0;
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float diffy = 0.0;
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vec4 col;
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if (uv.x < dividerValue) {
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for (int i=0; i<ITER; ++i) {
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float theta = float(i) * PI / float(ITER);
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vec2 r = vec2(cos(theta) * p.x + sin(theta) * p.y, -1.0 * sin(theta) * p.x + cos(theta) * p.y);
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float diff = (sin(2.0 * PI * n * (r.y + time * RATE)) + 1.0) / 2.0;
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diffx += diff * sin(theta);
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diffy += diff * cos(theta);
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}
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tc = 0.5*(vec2(1.0,1.0) + p) + amplitude * vec2(diffx, diffy);
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}
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gl_FragColor = qt_Opacity * texture2D(source, tc);
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}
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