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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** 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://kodemongki.blogspot.com/2011/06/kameraku-custom-shader-effects-example.html
uniform float grid;
uniform float dividerValue;
uniform float step_x;
uniform float step_y;
uniform sampler2D source;
uniform lowp float qt_Opacity;
varying vec2 qt_TexCoord0;
void main()
{
vec2 uv = qt_TexCoord0.xy;
float offx = floor(uv.x / (grid * step_x));
float offy = floor(uv.y / (grid * step_y));
vec3 res = texture2D(source, vec2(offx * grid * step_x , offy * grid * step_y)).rgb;
vec2 prc = fract(uv / vec2(grid * step_x, grid * step_y));
vec2 pw = pow(abs(prc - 0.5), vec2(2.0));
float rs = pow(0.45, 2.0);
float gr = smoothstep(rs - 0.1, rs + 0.1, pw.x + pw.y);
float y = (res.r + res.g + res.b) / 3.0;
vec3 ra = res / y;
float ls = 0.3;
float lb = ceil(y / ls);
float lf = ls * lb + 0.3;
res = lf * res;
vec3 col = mix(res, vec3(0.1, 0.1, 0.1), gr);
if (uv.x < dividerValue)
gl_FragColor = qt_Opacity * vec4(col, 1.0);
else
gl_FragColor = qt_Opacity * texture2D(source, uv);
}
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