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/20101029/shader-library-pixelation-post-processing-effect-glsl/ 35 36uniform float dividerValue; 37uniform float granularity; 38uniform float targetWidth; 39uniform float targetHeight; 40 41uniform sampler2D source; 42uniform lowp float qt_Opacity; 43varying vec2 qt_TexCoord0; 44 45void main() 46{ 47 vec2 uv = qt_TexCoord0.xy; 48 vec2 tc = qt_TexCoord0; 49 if (uv.x < dividerValue && granularity > 0.0) { 50 float dx = granularity / targetWidth; 51 float dy = granularity / targetHeight; 52 tc = vec2(dx*(floor(uv.x/dx) + 0.5), 53 dy*(floor(uv.y/dy) + 0.5)); 54 } 55 gl_FragColor = qt_Opacity * texture2D(source, tc); 56} 57