/**************************************************************************** ** ** 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.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); }