/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ uniform float dividerValue; uniform float blurSize; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; vec4 c = vec4(0.0); if (uv.x < dividerValue) { c += texture2D(source, uv - vec2(4.0*blurSize, 0.0)) * 0.05; c += texture2D(source, uv - vec2(3.0*blurSize, 0.0)) * 0.09; c += texture2D(source, uv - vec2(2.0*blurSize, 0.0)) * 0.12; c += texture2D(source, uv - vec2(1.0*blurSize, 0.0)) * 0.15; c += texture2D(source, uv) * 0.18; c += texture2D(source, uv + vec2(1.0*blurSize, 0.0)) * 0.15; c += texture2D(source, uv + vec2(2.0*blurSize, 0.0)) * 0.12; c += texture2D(source, uv + vec2(3.0*blurSize, 0.0)) * 0.09; c += texture2D(source, uv + vec2(4.0*blurSize, 0.0)) * 0.05; } else { c = texture2D(source, qt_TexCoord0); } gl_FragColor = qt_Opacity * c; }