/**************************************************************************** ** ** 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://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); }