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.reddit.com/r/programming/comments/losip/shader_toy/c2upn1e 35 36uniform sampler2D source; 37uniform lowp float qt_Opacity; 38varying vec2 qt_TexCoord0; 39uniform float radius; 40uniform float diffractionIndex; 41uniform float targetWidth; 42uniform float targetHeight; 43uniform float posX; 44uniform float posY; 45uniform float pixDens; 46 47void main() 48{ 49 vec2 tc = qt_TexCoord0; 50 vec2 center = vec2(posX, posY); 51 vec2 xy = gl_FragCoord.xy - center.xy; 52 xy.x -= (pixDens * 14.0); 53 xy.y -= (pixDens * 29.0); 54 float r = sqrt(xy.x * xy.x + xy.y * xy.y); 55 if (r < radius) { 56 float h = diffractionIndex * 0.5 * radius; 57 vec2 new_xy = r < radius ? xy * (radius - h) / sqrt(radius * radius - r * r) : xy; 58 vec2 targetSize = vec2(targetWidth, targetHeight); 59 tc = (new_xy + center) / targetSize; 60 tc.y = 1.0 - tc.y; 61 } 62 gl_FragColor = qt_Opacity * texture2D(source, tc); 63} 64