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