xref: /OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/shockwave.fsh (revision 4882a59341e53eb6f0b4789bf948001014eff981)
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33
34// Based on http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/
35
36uniform float centerX;
37uniform float centerY;
38uniform float dividerValue;
39uniform float granularity;
40uniform float time;
41uniform float weight;
42
43uniform sampler2D source;
44uniform lowp float qt_Opacity;
45varying vec2 qt_TexCoord0;
46
47void main()
48{
49    vec2 uv = qt_TexCoord0.xy;
50    vec2 tc = qt_TexCoord0;
51    vec2 center = vec2(centerX, centerY);
52    const vec3 shock = vec3(10.0, 1.5, 0.1);
53    if (uv.x < dividerValue) {
54        float distance = distance(uv, center);
55        if ((distance <= (time + shock.z)) &&
56            (distance >= (time - shock.z))) {
57            float diff = (distance - time);
58            float powDiff = 1.0 - pow(abs(diff*shock.x), shock.y*weight);
59            float diffTime = diff  * powDiff;
60            vec2 diffUV = normalize(uv - center);
61            tc += (diffUV * diffTime);
62        }
63    }
64    gl_FragColor = qt_Opacity * texture2D(source, tc);
65}
66