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://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html 35 36uniform float grid; 37uniform float dividerValue; 38uniform float step_x; 39uniform float step_y; 40 41uniform sampler2D source; 42uniform lowp float qt_Opacity; 43varying vec2 qt_TexCoord0; 44 45void main() 46{ 47 vec2 uv = qt_TexCoord0.xy; 48 float offx = floor(uv.x / (grid * step_x)); 49 float offy = floor(uv.y / (grid * step_y)); 50 vec3 res = texture2D(source, vec2(offx * grid * step_x , offy * grid * step_y)).rgb; 51 vec2 prc = fract(uv / vec2(grid * step_x, grid * step_y)); 52 vec2 pw = pow(abs(prc - 0.5), vec2(2.0)); 53 float rs = pow(0.45, 2.0); 54 float gr = smoothstep(rs - 0.1, rs + 0.1, pw.x + pw.y); 55 float y = (res.r + res.g + res.b) / 3.0; 56 vec3 ra = res / y; 57 float ls = 0.3; 58 float lb = ceil(y / ls); 59 float lf = ls * lb + 0.3; 60 res = lf * res; 61 vec3 col = mix(res, vec3(0.1, 0.1, 0.1), gr); 62 if (uv.x < dividerValue) 63 gl_FragColor = qt_Opacity * vec4(col, 1.0); 64 else 65 gl_FragColor = qt_Opacity * texture2D(source, uv); 66} 67