/**************************************************************************** ** ** 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/20101029/shader-library-pixelation-post-processing-effect-glsl/ uniform float dividerValue; uniform float threshold; uniform float resS; uniform float resT; uniform float magTol; uniform float quantize; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec4 color = vec4(1.0, 0.0, 0.0, 1.1); vec2 uv = qt_TexCoord0.xy; if (uv.x < dividerValue) { vec2 st = qt_TexCoord0.st; vec3 rgb = texture2D(source, st).rgb; vec2 stp0 = vec2(1.0/resS, 0.0); vec2 st0p = vec2(0.0 , 1.0/resT); vec2 stpp = vec2(1.0/resS, 1.0/resT); vec2 stpm = vec2(1.0/resS, -1.0/resT); float i00 = dot( texture2D(source, st).rgb, vec3(0.2125,0.7154,0.0721)); float im1m1 = dot( texture2D(source, st-stpp).rgb, vec3(0.2125,0.7154,0.0721)); float ip1p1 = dot( texture2D(source, st+stpp).rgb, vec3(0.2125,0.7154,0.0721)); float im1p1 = dot( texture2D(source, st-stpm).rgb, vec3(0.2125,0.7154,0.0721)); float ip1m1 = dot( texture2D(source, st+stpm).rgb, vec3(0.2125,0.7154,0.0721)); float im10 = dot( texture2D(source, st-stp0).rgb, vec3(0.2125,0.7154,0.0721)); float ip10 = dot( texture2D(source, st+stp0).rgb, vec3(0.2125,0.7154,0.0721)); float i0m1 = dot( texture2D(source, st-st0p).rgb, vec3(0.2125,0.7154,0.0721)); float i0p1 = dot( texture2D(source, st+st0p).rgb, vec3(0.2125,0.7154,0.0721)); float h = -1.*im1p1 - 2.*i0p1 - 1.*ip1p1 + 1.*im1m1 + 2.*i0m1 + 1.*ip1m1; float v = -1.*im1m1 - 2.*im10 - 1.*im1p1 + 1.*ip1m1 + 2.*ip10 + 1.*ip1p1; float mag = sqrt(h*h + v*v); if (mag > magTol) { color = vec4(0.0, 0.0, 0.0, 1.0); } else { rgb.rgb *= quantize; rgb.rgb += vec3(0.5, 0.5, 0.5); ivec3 irgb = ivec3(rgb.rgb); rgb.rgb = vec3(irgb) / quantize; color = vec4(rgb, 1.0); } } else { color = texture2D(source, uv); } gl_FragColor = qt_Opacity * color; }