/**************************************************************************** ** ** 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 } } }