/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** 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, Nokia gives you certain additional ** rights. These rights are described in the Nokia 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. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // 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; void main() { float h = diffractionIndex * 0.5 * radius; vec2 targetSize = vec2(targetWidth, targetHeight); vec2 center = vec2(posX, posY); vec2 xy = gl_FragCoord.xy - center.xy; float r = sqrt(xy.x * xy.x + xy.y * xy.y); vec2 new_xy = r < radius ? xy * (radius - h) / sqrt(radius * radius - r * r) : xy; vec2 tc = (new_xy + center) / targetSize; tc.y = 1.0 - tc.y; gl_FragColor = qt_Opacity * texture2D(source, tc); }