xref: /OK3568_Linux_fs/app/forlinx/flapp/src/plugins/imxwayland/qmlvideofx/shaders/wobble.fsh (revision 4882a59341e53eb6f0b4789bf948001014eff981)
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 amplitude;
37uniform float dividerValue;
38uniform float frequency;
39uniform float time;
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) {
50        vec2 p = sin(time + frequency * qt_TexCoord0);
51        tc += amplitude * vec2(p.y, -p.x);
52    }
53    gl_FragColor = qt_Opacity * texture2D(source, tc);
54}
55