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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.
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**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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****************************************************************************/

// Based on http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/

uniform float dividerValue;
uniform float gamma;
uniform float numColors;

uniform sampler2D source;
uniform lowp float qt_Opacity;
varying vec2 qt_TexCoord0;

void main()
{
    vec2 uv = qt_TexCoord0.xy;
    vec4 c = vec4(0.0);
    if (uv.x < dividerValue) {
        vec3 x = texture2D(source, uv).rgb;
        x = pow(x, vec3(gamma, gamma, gamma));
        x = x * numColors;
        x = floor(x);
        x = x / numColors;
        x = pow(x, vec3(1.0/gamma));
        c = vec4(x, 1.0);
    } else {
        c = texture2D(source, uv);
    }
    gl_FragColor = qt_Opacity * c;
}