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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 QML Shaders plugin 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
+
+Item {
+ id: root
+ property alias sourceItem: effectsource.sourceItem
+ property real intensity: 1
+ property bool waving: true
+ anchors.top: sourceItem.bottom
+ width: sourceItem.width
+ height: sourceItem.height
+
+ ShaderEffectItem {
+ anchors.fill: parent
+ property variant source: effectsource
+ property real f: 0
+ property real f2: 0
+ property alias intensity: root.intensity
+ smooth: true
+
+ ShaderEffectSource {
+ id: effectsource
+ hideSource: false
+ smooth: true
+ }
+
+ fragmentShader:
+ "
+ varying highp vec2 qt_TexCoord0;
+ uniform sampler2D source;
+ uniform lowp float qt_Opacity;
+ uniform highp float f;
+ uniform highp float f2;
+ uniform highp float intensity;
+
+ void main() {
+ const highp float twopi = 3.141592653589 * 2.0;
+
+ highp float distanceFactorToPhase = pow(qt_TexCoord0.y + 0.5, 8.0) * 5.0;
+ highp float ofx = sin(f * twopi + distanceFactorToPhase) / 100.0;
+ highp float ofy = sin(f2 * twopi + distanceFactorToPhase * qt_TexCoord0.x) / 60.0;
+
+ highp float intensityDampingFactor = (qt_TexCoord0.x + 0.1) * (qt_TexCoord0.y + 0.2);
+ highp float distanceFactor = (1.0 - qt_TexCoord0.y) * 4.0 * intensity * intensityDampingFactor;
+
+ ofx *= distanceFactor;
+ ofy *= distanceFactor;
+
+ highp float x = qt_TexCoord0.x + ofx;
+ highp float y = 1.0 - qt_TexCoord0.y + ofy;
+
+ highp float fake = (sin((ofy + ofx) * twopi) + 0.5) * 0.05 * (1.2 - qt_TexCoord0.y) * intensity * intensityDampingFactor;
+
+ highp vec4 pix =
+ texture2D(source, vec2(x, y)) * 0.6 +
+ texture2D(source, vec2(x-fake, y)) * 0.15 +
+ texture2D(source, vec2(x, y-fake)) * 0.15 +
+ texture2D(source, vec2(x+fake, y)) * 0.15 +
+ texture2D(source, vec2(x, y+fake)) * 0.15;
+
+ highp float darken = 0.6 - (ofx - ofy) / 2.0;
+ pix.b *= 1.2 * darken;
+ pix.r *= 0.9 * darken;
+ pix.g *= darken;
+
+ gl_FragColor = qt_Opacity * vec4(pix.r, pix.g, pix.b, 1.0);
+ }
+ "
+
+ NumberAnimation on f {
+ running: root.waving
+ loops: Animation.Infinite
+ from: 0
+ to: 1
+ duration: 2410
+ }
+ NumberAnimation on f2 {
+ running: root.waving
+ loops: Animation.Infinite
+ from: 0
+ to: 1
+ duration: 1754
+ }
+ }
+}