/**************************************************************************** ** ** 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://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html uniform float dividerValue; const float step_w = 0.0015625; const float step_h = 0.0027778; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; vec3 blur() { vec2 uv = qt_TexCoord0.xy; float y = uv.y < 0.4 ? uv.y : 1.0 - uv.y; float dist = 8.0 - 20.0 * y; vec3 acc = vec3(0.0, 0.0, 0.0); for (float y=-2.0; y<=2.0; ++y) { for (float x=-2.0; x<=2.0; ++x) { acc += texture2D(source, vec2(uv.x + dist * x * step_w, uv.y + 0.5 * dist * y * step_h)).rgb; } } return acc / 25.0; } void main() { vec2 uv = qt_TexCoord0.xy; vec3 col; if (uv.x > dividerValue || (uv.y >= 0.4 && uv.y <= 0.6)) col = texture2D(source, uv).rgb; else col = blur(); gl_FragColor = qt_Opacity * vec4(col, 1.0); }