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/20091027/shader-library-posterization-post-processing-effect-glsl/ 35 36uniform float dividerValue; 37uniform float gamma; 38uniform float numColors; 39 40uniform sampler2D source; 41uniform lowp float qt_Opacity; 42varying vec2 qt_TexCoord0; 43 44void main() 45{ 46 vec2 uv = qt_TexCoord0.xy; 47 vec4 c = vec4(0.0); 48 if (uv.x < dividerValue) { 49 vec3 x = texture2D(source, uv).rgb; 50 x = pow(x, vec3(gamma, gamma, gamma)); 51 x = x * numColors; 52 x = floor(x); 53 x = x / numColors; 54 x = pow(x, vec3(1.0/gamma)); 55 c = vec4(x, 1.0); 56 } else { 57 c = texture2D(source, uv); 58 } 59 gl_FragColor = qt_Opacity * c; 60} 61