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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the Qt Mobility Components.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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, Nokia gives you certain additional
+** rights. These rights are described in the Nokia 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.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// Based on http://www.geeks3d.com/20101029/shader-library-pixelation-post-processing-effect-glsl/
+
+uniform float dividerValue;
+uniform float granularity;
+uniform float targetWidth;
+uniform float targetHeight;
+
+uniform sampler2D source;
+uniform lowp float qt_Opacity;
+varying vec2 qt_TexCoord0;
+
+void main()
+{
+ vec2 uv = qt_TexCoord0.xy;
+ vec2 tc = qt_TexCoord0;
+ if (uv.x < dividerValue && granularity > 0.0) {
+ float dx = granularity / targetWidth;
+ float dy = granularity / targetHeight;
+ tc = vec2(dx*(floor(uv.x/dx) + 0.5),
+ dy*(floor(uv.y/dy) + 0.5));
+ }
+ gl_FragColor = qt_Opacity * texture2D(source, tc);
+}