/**************************************************************************** ** ** Copyright (C) 2013 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.reddit.com/r/programming/comments/losip/shader_toy/c2upn1e uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; uniform float radius; uniform float diffractionIndex; uniform float targetWidth; uniform float targetHeight; uniform float posX; uniform float posY; uniform float pixDens; void main() { vec2 tc = qt_TexCoord0; vec2 center = vec2(posX, posY); vec2 xy = gl_FragCoord.xy - center.xy; xy.x -= (pixDens * 14.0); xy.y -= (pixDens * 29.0); float r = sqrt(xy.x * xy.x + xy.y * xy.y); if (r < radius) { float h = diffractionIndex * 0.5 * radius; vec2 new_xy = r < radius ? xy * (radius - h) / sqrt(radius * radius - r * r) : xy; vec2 targetSize = vec2(targetWidth, targetHeight); tc = (new_xy + center) / targetSize; tc.y = 1.0 - tc.y; } gl_FragColor = qt_Opacity * texture2D(source, tc); }