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Diffstat (limited to 'examples/declarative/shadereffects/qml/RadialWaveEffect.qml')
-rwxr-xr-x | examples/declarative/shadereffects/qml/RadialWaveEffect.qml | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/examples/declarative/shadereffects/qml/RadialWaveEffect.qml b/examples/declarative/shadereffects/qml/RadialWaveEffect.qml new file mode 100755 index 0000000..c415f69 --- /dev/null +++ b/examples/declarative/shadereffects/qml/RadialWaveEffect.qml @@ -0,0 +1,81 @@ +/**************************************************************************** +** +** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the examples of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, 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. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 1.0 +import Qt.labs.shaders 1.0 + +ShaderEffectItem { + id: effect + + property real wave: 0.3 + property real waveOriginX: 0.5 + property real waveOriginY: 0.5 + property real waveWidth: 0.01 + property real aspectRatio: width/height + property variant source: 0 + + fragmentShader: + " + varying mediump vec2 qt_TexCoord0; + uniform sampler2D source; + uniform highp float wave; + uniform highp float waveWidth; + uniform highp float waveOriginX; + uniform highp float waveOriginY; + uniform highp float aspectRatio; + + void main(void) + { + mediump vec2 texCoord2 = qt_TexCoord0; + mediump vec2 origin = vec2(waveOriginX, (1.0 - waveOriginY) / aspectRatio); + + highp float fragmentDistance = distance(vec2(texCoord2.s, texCoord2.t / aspectRatio), origin); + highp float waveLength = waveWidth + fragmentDistance * 0.25; + + if ( fragmentDistance > wave && fragmentDistance < wave + waveLength) { + highp float distanceFromWaveEdge = min(abs(wave - fragmentDistance), abs(wave + waveLength - fragmentDistance)); + texCoord2 += sin(1.57075 * distanceFromWaveEdge / waveLength) * distanceFromWaveEdge * 0.08 / fragmentDistance; + } + + gl_FragColor = texture2D(source, texCoord2.st); + } + " +} |