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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
}
}
}
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