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@@ -0,0 +1,21 @@
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+#ifdef GL_ES
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+ precision mediump float;
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+#else
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+# define lowp
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+# define mediump
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+# define highp
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+#endif // GL_ES
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+
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+uniform lowp float qt_Opacity;
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+uniform highp float amplitude;
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+uniform highp float frequency;
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+uniform highp float time;
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+uniform sampler2D source;
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+
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+varying highp vec2 qt_TexCoord0;
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+
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+void main()
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+{
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+ highp vec2 p = sin(time + frequency * qt_TexCoord0);
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+ gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;
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+}
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