xref: /OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/ripple.fsh (revision 4882a59341e53eb6f0b4789bf948001014eff981)
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33
34// Based on http://blog.qt.io/blog/2011/03/22/the-convenient-power-of-qml-scene-graph/
35
36uniform float dividerValue;
37uniform float targetWidth;
38uniform float targetHeight;
39uniform float time;
40
41uniform sampler2D source;
42uniform lowp float qt_Opacity;
43varying vec2 qt_TexCoord0;
44
45const float PI = 3.1415926535;
46const int ITER = 7;
47const float RATE = 0.1;
48uniform float amplitude;
49uniform float n;
50uniform float pixDens;
51
52void main()
53{
54    vec2 uv = qt_TexCoord0.xy;
55    vec2 tc = uv;
56    vec2 p = vec2(-1.0 + 2.0 * (gl_FragCoord.x - (pixDens * 14.0)) / targetWidth, -(-1.0 + 2.0 * (gl_FragCoord.y - (pixDens * 29.0)) / targetHeight));
57    float diffx = 0.0;
58    float diffy = 0.0;
59    vec4 col;
60    if (uv.x < dividerValue) {
61        for (int i=0; i<ITER; ++i) {
62            float theta = float(i) * PI / float(ITER);
63            vec2 r = vec2(cos(theta) * p.x + sin(theta) * p.y, -1.0 * sin(theta) * p.x + cos(theta) * p.y);
64            float diff = (sin(2.0 * PI * n * (r.y + time * RATE)) + 1.0) / 2.0;
65            diffx += diff * sin(theta);
66            diffy += diff * cos(theta);
67        }
68        tc = 0.5*(vec2(1.0,1.0) + p) + amplitude * vec2(diffx, diffy);
69    }
70    gl_FragColor = qt_Opacity * texture2D(source, tc);
71}
72