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 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