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+/****************************************************************************
+**
+** 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);
+ }
+ "
+}