/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of Qt for Device Creation. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 Effect { parameters: ListModel { ListElement { name: "grid spacing" value: 0.5 } } // Transform slider values, and bind result to shader uniforms property real grid: parameters.get(0).value * 10 property real step_x: 0.0015625 property real step_y: targetHeight ? (step_x * targetWidth / targetHeight) : 0.0 fragmentShaderSrc: "uniform float grid; uniform float dividerValue; uniform float step_x; uniform float step_y; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; float offx = floor(uv.x / (grid * step_x)); float offy = floor(uv.y / (grid * step_y)); vec3 res = texture2D(source, vec2(offx * grid * step_x , offy * grid * step_y)).rgb; vec2 prc = fract(uv / vec2(grid * step_x, grid * step_y)); vec2 pw = pow(abs(prc - 0.5), vec2(2.0)); float rs = pow(0.45, 2.0); float gr = smoothstep(rs - 0.1, rs + 0.1, pw.x + pw.y); float y = (res.r + res.g + res.b) / 3.0; vec3 ra = res / y; float ls = 0.3; float lb = ceil(y / ls); float lf = ls * lb + 0.3; res = lf * res; vec3 col = mix(res, vec3(0.1, 0.1, 0.1), gr); if (uv.x < dividerValue) gl_FragColor = qt_Opacity * vec4(col, 1.0); else gl_FragColor = qt_Opacity * texture2D(source, uv); }" }