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://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