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