import QtQuick 2.1 ShaderEffect{ property variant source: framesource property real screen_distorsion: shadersettings.screen_distortion fragmentShader: " uniform sampler2D source; uniform highp float screen_distorsion; varying highp vec2 qt_TexCoord0; vec2 distortCoordinates(vec2 coords){ vec2 cc = coords - vec2(0.5); float dist = dot(cc, cc) * screen_distorsion; return (coords + cc * (1.0 + dist) * dist); } void main(){ vec2 coords = distortCoordinates(qt_TexCoord0); float inside = texture2D(source, coords).a; gl_FragColor = vec4(vec3(0.0), inside); }" }