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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 {
+ fragmentShaderSrc: "uniform float dividerValue;
+ 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 blur()
+ {
+ vec2 uv = qt_TexCoord0.xy;
+ float y = uv.y < 0.4 ? uv.y : 1.0 - uv.y;
+ float dist = 8.0 - 20.0 * y;
+ vec3 acc = vec3(0.0, 0.0, 0.0);
+ for (float y=-2.0; y<=2.0; ++y) {
+ for (float x=-2.0; x<=2.0; ++x) {
+ acc += texture2D(source, vec2(uv.x + dist * x * step_w, uv.y + 0.5 * dist * y * step_h)).rgb;
+ }
+ }
+ return acc / 25.0;
+ }
+
+ void main()
+ {
+ vec2 uv = qt_TexCoord0.xy;
+ vec3 col;
+ if (uv.x > dividerValue || (uv.y >= 0.4 && uv.y <= 0.6))
+ col = texture2D(source, uv).rgb;
+ else
+ col = blur();
+ gl_FragColor = qt_Opacity * vec4(col, 1.0);
+ }"
+}