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diff --git a/examples/multimedia/video/qmlvideofx/shaders/shockwave.fsh b/examples/multimedia/video/qmlvideofx/shaders/shockwave.fsh
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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.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+// Based on http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/
+
+uniform float centerX;
+uniform float centerY;
+uniform float dividerValue;
+uniform float granularity;
+uniform float time;
+uniform float weight;
+
+uniform sampler2D source;
+uniform lowp float qt_Opacity;
+varying vec2 qt_TexCoord0;
+
+void main()
+{
+ vec2 uv = qt_TexCoord0.xy;
+ vec2 tc = qt_TexCoord0;
+ vec2 center = vec2(centerX, centerY);
+ const vec3 shock = vec3(10.0, 1.5, 0.1);
+ if (uv.x < dividerValue) {
+ float distance = distance(uv, center);
+ if ((distance <= (time + shock.z)) &&
+ (distance >= (time - shock.z))) {
+ float diff = (distance - time);
+ float powDiff = 1.0 - pow(abs(diff*shock.x), shock.y*weight);
+ float diffTime = diff * powDiff;
+ vec2 diffUV = normalize(uv - center);
+ tc += (diffUV * diffTime);
+ }
+ }
+ gl_FragColor = qt_Opacity * texture2D(source, tc);
+}