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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
**     notice, this list of conditions and the following disclaimer in
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**   * Neither the name of The Qt Company Ltd nor the names of its
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**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** 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
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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****************************************************************************/

// 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);
}