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- /****************************************************************************
- **
- ** Copyright (C) 2015 The Qt Company Ltd.
- ** Contact: http://www.qt-project.org/legal
- **
- ** This file is part of the examples of the Qt Toolkit.
- **
- ** $QT_BEGIN_LICENSE:BSD$
- ** 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
- ** the documentation and/or other materials provided with the
- ** distribution.
- ** * Neither the name of The Qt Company Ltd nor the names of its
- ** contributors may be used to endorse or promote products derived
- ** from this software without specific prior written permission.
- **
- **
- ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- ** 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,
- ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
- **
- ** $QT_END_LICENSE$
- **
- ****************************************************************************/
- import QtQuick 2.5
- ShaderEffect {
- id: shader
- width: 400
- height: 300
- property real speed: 1
- property color d: Qt.rgba(Math.random() * 0.7,
- Math.random() * 0.5,
- Math.random() * 0.7,
- Math.random() * 0.5)
- property real tx
- NumberAnimation on tx { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
- property real ty
- NumberAnimation on ty { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
- property real tz
- NumberAnimation on tz { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
- property real tw
- NumberAnimation on tw { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
- property real amplitude: height / 2
- property variant colorTable: ShaderEffectSource { sourceItem: Rectangle { width: 4; height: 4; color: "steelblue" } }
- fragmentShader: "
- uniform lowp float qt_Opacity;
- uniform lowp sampler2D colorTable;
- varying highp vec2 qt_TexCoord0;
- void main() {
- gl_FragColor = texture2D(colorTable, qt_TexCoord0);
- gl_FragColor.w *= qt_Opacity;
- }
- "
- vertexShader: "
- uniform lowp vec4 d;
- uniform highp float tx;
- uniform highp float ty;
- uniform highp float tz;
- uniform highp float tw;
- uniform highp float amplitude;
- uniform highp mat4 qt_Matrix;
- attribute highp vec4 qt_Vertex;
- attribute highp vec2 qt_MultiTexCoord0;
- varying highp vec2 qt_TexCoord0;
- void main() {
- highp vec4 pos = qt_Vertex;
- 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);
- 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);
- pos.y += mix(y1, y2, qt_MultiTexCoord0.y) * amplitude * 0.5;
- gl_Position = qt_Matrix * pos;
- qt_TexCoord0 = qt_MultiTexCoord0;
- }
- "
- mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
- }
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