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@@ -0,0 +1,106 @@
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+/****************************************************************************
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+**
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+** Copyright (C) 2015 The Qt Company Ltd.
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+** Contact: http://www.qt-project.org/legal
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+**
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+** This file is part of the examples of the Qt Toolkit.
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+**
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+** $QT_BEGIN_LICENSE:BSD$
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+** You may use this file under the terms of the BSD license as follows:
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+**
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+** "Redistribution and use in source and binary forms, with or without
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+** modification, are permitted provided that the following conditions are
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+** met:
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+** * Redistributions of source code must retain the above copyright
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+** notice, this list of conditions and the following disclaimer.
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+** * Redistributions in binary form must reproduce the above copyright
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+** notice, this list of conditions and the following disclaimer in
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+** the documentation and/or other materials provided with the
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+** distribution.
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+** * Neither the name of The Qt Company Ltd nor the names of its
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+** contributors may be used to endorse or promote products derived
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+** from this software without specific prior written permission.
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+**
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+**
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+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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+**
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+** $QT_END_LICENSE$
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+**
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+****************************************************************************/
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+
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+import QtQuick 2.5
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+
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+ShaderEffect {
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+ id: shader
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+
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+ width: 400
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+ height: 300
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+
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+ property real speed: 1
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+
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+ property color d: Qt.rgba(Math.random() * 0.7,
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+ Math.random() * 0.5,
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+ Math.random() * 0.7,
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+ Math.random() * 0.5)
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+ property real tx
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+ NumberAnimation on tx { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
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+ property real ty
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+ NumberAnimation on ty { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
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+ property real tz
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+ NumberAnimation on tz { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
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+ property real tw
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+ NumberAnimation on tw { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
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+
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+ property real amplitude: height / 2
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+
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+ property variant colorTable: ShaderEffectSource { sourceItem: Rectangle { width: 4; height: 4; color: "steelblue" } }
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+
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+ fragmentShader: "
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+ uniform lowp float qt_Opacity;
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+ uniform lowp sampler2D colorTable;
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+ varying highp vec2 qt_TexCoord0;
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+
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+ void main() {
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+ gl_FragColor = texture2D(colorTable, qt_TexCoord0);
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+ gl_FragColor.w *= qt_Opacity;
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+ }
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+ "
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+
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+ vertexShader: "
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+ uniform lowp vec4 d;
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+ uniform highp float tx;
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+ uniform highp float ty;
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+ uniform highp float tz;
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+ uniform highp float tw;
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+ uniform highp float amplitude;
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+ uniform highp mat4 qt_Matrix;
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+ attribute highp vec4 qt_Vertex;
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+ attribute highp vec2 qt_MultiTexCoord0;
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+ varying highp vec2 qt_TexCoord0;
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+
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+ void main() {
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+ highp vec4 pos = qt_Vertex;
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+
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+ highp float y1 = sin(tx + d.x * qt_MultiTexCoord0.x * 17. + 2. * d.y) + sin(ty + d.z * qt_MultiTexCoord0.x * 11. + 5. * d.w);
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+ highp float y2 = sin(tz + d.w * qt_MultiTexCoord0.x * 7. + 3. * d.z) + sin(tw + d.y * qt_MultiTexCoord0.x * 19. + 3. * d.x);
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+
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+ pos.y += mix(y1, y2, qt_MultiTexCoord0.y) * amplitude * 0.5;
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+
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+ gl_Position = qt_Matrix * pos;
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+ qt_TexCoord0 = qt_MultiTexCoord0;
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+ }
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+ "
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+
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+ mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
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+
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+}
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