1/**************************************************************************** 2** 3** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). 4** Contact: http://www.qt.io/licensing/ 5** 6** This file is part of the Qt Mobility Components. 7** 8** $QT_BEGIN_LICENSE:LGPL21$ 9** Commercial License Usage 10** Licensees holding valid commercial Qt licenses may use this file in 11** accordance with the commercial license agreement provided with the 12** Software or, alternatively, in accordance with the terms contained in 13** a written agreement between you and The Qt Company. For licensing terms 14** and conditions see http://www.qt.io/terms-conditions. For further 15** information use the contact form at http://www.qt.io/contact-us. 16** 17** GNU Lesser General Public License Usage 18** Alternatively, this file may be used under the terms of the GNU Lesser 19** General Public License version 2.1 or version 3 as published by the Free 20** Software Foundation and appearing in the file LICENSE.LGPLv21 and 21** LICENSE.LGPLv3 included in the packaging of this file. Please review the 22** following information to ensure the GNU Lesser General Public License 23** requirements will be met: https://www.gnu.org/licenses/lgpl.html and 24** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. 25** 26** As a special exception, The Qt Company gives you certain additional 27** rights. These rights are described in The Qt Company LGPL Exception 28** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. 29** 30** $QT_END_LICENSE$ 31** 32****************************************************************************/ 33 34uniform float dividerValue; 35uniform float blurSize; 36 37uniform sampler2D source; 38uniform lowp float qt_Opacity; 39varying vec2 qt_TexCoord0; 40 41void main() 42{ 43 vec2 uv = qt_TexCoord0.xy; 44 vec4 c = vec4(0.0); 45 if (uv.x < dividerValue) { 46 c += texture2D(source, uv - vec2(4.0*blurSize, 0.0)) * 0.05; 47 c += texture2D(source, uv - vec2(3.0*blurSize, 0.0)) * 0.09; 48 c += texture2D(source, uv - vec2(2.0*blurSize, 0.0)) * 0.12; 49 c += texture2D(source, uv - vec2(1.0*blurSize, 0.0)) * 0.15; 50 c += texture2D(source, uv) * 0.18; 51 c += texture2D(source, uv + vec2(1.0*blurSize, 0.0)) * 0.15; 52 c += texture2D(source, uv + vec2(2.0*blurSize, 0.0)) * 0.12; 53 c += texture2D(source, uv + vec2(3.0*blurSize, 0.0)) * 0.09; 54 c += texture2D(source, uv + vec2(4.0*blurSize, 0.0)) * 0.05; 55 } else { 56 c = texture2D(source, qt_TexCoord0); 57 } 58 gl_FragColor = qt_Opacity * c; 59} 60