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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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--- a/examples/multimedia/video/qmlvideofx/shaders/shockwave.fsh
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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the Qt Mobility Components.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** 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."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-// 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);
-}