/**************************************************************************** ** ** 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: "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); }" }