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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

Rectangle {
    anchors.fill: parent;
    color: "red"

    Timer {
        running: true
        interval: 2000
        repeat: true
        onTriggered: {
            effect.meshResolution.width == 1 ? effect.meshResolution = Qt.size(40,40) : effect.meshResolution = Qt.size(1,1)
        }
    }

    Rectangle {
        id: thesource
        anchors.centerIn: parent;
        color: "green"
        width: parent.width
        height: parent.height
        Image {
            anchors.centerIn: parent;
            source: "image_opaque.png"
        }
    }


    ShaderEffectItem {
        id: effect
        anchors.fill: thesource;
        property variant source: ShaderEffectSource { sourceItem: thesource }

        vertexShader: "
           attribute highp vec4 qt_Vertex;
           attribute highp vec2 qt_MultiTexCoord0;
           uniform highp mat4 qt_ModelViewProjectionMatrix;
           varying highp vec2 qt_TexCoord0;
           void main() {
               qt_TexCoord0 = qt_MultiTexCoord0;

               highp vec4 shift = vec4(cos(1071. * qt_MultiTexCoord0.x + 1.0) + sin(2051. * qt_MultiTexCoord0.y + 1.0),
                                       cos(1131. * qt_MultiTexCoord0.x + 1.0) + sin(3039. * qt_MultiTexCoord0.x + 1.0), 0, 0) * 3.0;

               if (qt_MultiTexCoord0.x < 0.01 || qt_MultiTexCoord0.x > 0.99)
                   shift.x = 0.;
               if (qt_MultiTexCoord0.y < 0.01 || qt_MultiTexCoord0.y > 0.99)
                   shift.y = 0.;

               gl_Position = qt_ModelViewProjectionMatrix * (qt_Vertex + shift);
           }
        "
    }

    Rectangle {
        width: parent.width
        height: 40
        color: "#cc000000"
        Text {
             id: label
             anchors.centerIn:  parent
             text: effect.meshResolution.width == 1 ? "Resolution (1,1) (image looks normal)" : "Resolution (40,40) (image looks distorted)"
             color: "white"
             font.bold: true
        }
    }
}