/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/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 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // Based on http://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html 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); }