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+/****************************************************************************
+**
+** Copyright (C) 2015 QUIt Coding Ltd.
+** Contact: info@quitcoding.com
+**
+** This file is part of Cinematic 3D, a Qt3D demo application.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D.Render 2.0
+
+ShaderProgram {
+ vertexShaderCode: "
+ attribute highp vec4 vertexPosition;
+ attribute highp vec3 vertexNormal;
+ attribute highp vec2 vertexTexCoord;
+
+ varying highp vec2 texCoord;
+ varying highp float front;
+
+ uniform highp mat4 mvp;
+ uniform highp float wave;
+ uniform highp float waviness;
+
+ void main()
+ {
+ highp vec4 pos = vertexPosition;
+ pos.z += sin(pos.x*0.3 + wave) * waviness;
+ pos.z -= cos(pos.y*0.3 + wave) * waviness;
+ front = step(0.0, vertexNormal.z);
+ texCoord = vec2(vertexTexCoord.s, 1. - vertexTexCoord.t);
+ gl_Position = mvp * pos;
+ }
+ "
+
+ fragmentShaderCode: "
+ varying highp vec2 texCoord;
+ varying highp float front;
+
+ uniform sampler2D coverTexture;
+
+ void main()
+ {
+ highp vec4 color = front * texture2D(coverTexture, texCoord);
+ gl_FragColor = vec4(color.rgb, 1.0);
+ }
+ "
+}