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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+
+Effect {
+ parameters: ListModel {
+ ListElement {
+ name: "sharpness"
+ value: 0.5
+ }
+ }
+
+ // Transform slider values, and bind result to shader uniforms
+ property real amount: parameters.get(0).value * 18
+
+ fragmentShaderSrc: "uniform float dividerValue;
+ uniform float amount;
+ const float step_w = 0.0015625;
+ const float step_h = 0.0027778;
+
+ uniform sampler2D source;
+ uniform lowp float qt_Opacity;
+ varying vec2 qt_TexCoord0;
+
+ vec3 sharpen(vec3 t1, vec3 t2, vec3 t3, vec3 t4, vec3 t5, vec3 t6, vec3 t7, vec3 t8, vec3 t9)
+ {
+ return -t1 - t2 - t3 - t4 + amount * t5 - t6 - t7 - t8 - t9;
+ }
+
+ void main()
+ {
+ vec2 uv = qt_TexCoord0.xy;
+ vec3 t1 = texture2D(source, vec2(uv.x - step_w, uv.y - step_h)).rgb;
+ vec3 t2 = texture2D(source, vec2(uv.x, uv.y - step_h)).rgb;
+ vec3 t3 = texture2D(source, vec2(uv.x + step_w, uv.y - step_h)).rgb;
+ vec3 t4 = texture2D(source, vec2(uv.x - step_w, uv.y)).rgb;
+ vec3 t5 = texture2D(source, uv).rgb;
+ vec3 t6 = texture2D(source, vec2(uv.x + step_w, uv.y)).rgb;
+ vec3 t7 = texture2D(source, vec2(uv.x - step_w, uv.y + step_h)).rgb;
+ vec3 t8 = texture2D(source, vec2(uv.x, uv.y + step_h)).rgb;
+ vec3 t9 = texture2D(source, vec2(uv.x + step_w, uv.y + step_h)).rgb;
+ vec3 col = sharpen(t1, t2, t3, t4, t5, t6, t7, t8, t9);
+ if (uv.x < dividerValue)
+ gl_FragColor = qt_Opacity * vec4(col, 1.0);
+ else
+ gl_FragColor = qt_Opacity * texture2D(source, uv);
+ }"
+}