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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Mobility Components.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
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**     the documentation and/or other materials provided with the
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**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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****************************************************************************/

// 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;
uniform float pixDens;

void main()
{
    vec2 tc = qt_TexCoord0;
    vec2 center = vec2(posX, posY);
    vec2 xy = gl_FragCoord.xy - center.xy;
    xy.x -= (pixDens * 14.0);
    xy.y -= (pixDens * 29.0);
    float r = sqrt(xy.x * xy.x + xy.y * xy.y);
    if (r < radius) {
        float h = diffractionIndex * 0.5 * radius;
        vec2 new_xy = r < radius ? xy * (radius - h) / sqrt(radius * radius - r * r) : xy;
        vec2 targetSize = vec2(targetWidth, targetHeight);
        tc = (new_xy + center) / targetSize;
        tc.y = 1.0 - tc.y;
    }
    gl_FragColor = qt_Opacity * texture2D(source, tc);
}