/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** 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://labs.qt.nokia.com/2011/03/22/the-convenient-power-of-qml-scene-graph/ uniform float dividerValue; uniform float targetWidth; uniform float targetHeight; uniform float time; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; const float PI = 3.1415926535; const int ITER = 7; const float RATE = 0.1; uniform float amplitude; uniform float n; void main() { vec2 uv = qt_TexCoord0.xy; vec2 tc = uv; vec2 p = vec2(-1.0 + 2.0 * gl_FragCoord.x / targetWidth, -(-1.0 + 2.0 * gl_FragCoord.y / targetHeight)); float diffx = 0.0; float diffy = 0.0; vec4 col; if (uv.x < dividerValue) { for (int i=0; i