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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 {
anchors.fill: parent
property variant source
meshResolution: Qt.size(50, 50)
property real topWidth: width / 2
property real bottomWidth: width / 2
property real originalWidth: width
property real originalHeight: height
property real amplitude: 0.1
vertexShader: "
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_ModelViewProjectionMatrix;
varying highp vec2 qt_TexCoord0;
varying lowp float shade;
uniform highp float topWidth;
uniform highp float bottomWidth;
uniform highp float originalWidth;
uniform highp float originalHeight;
uniform highp float amplitude;
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
highp vec4 shift = vec4(0, 0, 0, 0);
shift.x = qt_Vertex.x * ((originalWidth - topWidth) + (topWidth - bottomWidth) * (qt_Vertex.y / originalHeight)) / originalWidth;
shade = sin(21.9911486 * qt_Vertex.x / originalWidth);
shift.y = amplitude * (originalWidth - topWidth + (topWidth - bottomWidth) * (qt_Vertex.y / originalHeight)) * shade;
gl_Position = qt_ModelViewProjectionMatrix * (qt_Vertex - shift);
shade = 0.2 * (2.0 - shade ) * (1.0 - (bottomWidth + (topWidth - bottomWidth) * (1.0 - qt_Vertex.y / originalHeight)) / originalWidth);
}
"
fragmentShader: "
uniform sampler2D source;
varying highp vec2 qt_TexCoord0;
varying lowp float shade;
void main() {
highp vec4 color = texture2D(source, qt_TexCoord0);
color.rgb *= 1.0 - shade;
gl_FragColor = color;
}
"
}
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