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authorGunnar Sletta <gunnar.sletta@nokia.com>2011-05-18 09:01:02 +0200
committerGunnar Sletta <gunnar.sletta@nokia.com>2011-05-18 09:01:02 +0200
commit07c56ca4fb8240bea18cf8e941e3c61b48d7e7ed (patch)
treeea346024bf42a7cf6a603693877bf34031ecfbbb /Swirl.qml
SceneGraph demo
Diffstat (limited to 'Swirl.qml')
-rw-r--r--Swirl.qml66
1 files changed, 66 insertions, 0 deletions
diff --git a/Swirl.qml b/Swirl.qml
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+++ b/Swirl.qml
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+ import QtQuick 2.0
+
+ShaderEffectItem {
+ id: shader
+
+ width: 400
+ height: 300
+
+ property real speed: 1
+
+ property color d: Qt.rgba(Math.random() * 0.7,
+ Math.random() * 0.5,
+ Math.random() * 0.7,
+ Math.random() * 0.5)
+ property real tx
+ NumberAnimation on tx { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+ property real ty
+ NumberAnimation on ty { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+ property real tz
+ NumberAnimation on tz { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+ property real tw
+ NumberAnimation on tw { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+
+ property real amplitude: height / 2
+
+ property variant colorTable: ShaderEffectSource { sourceItem: Rectangle { width: 4; height: 4; color: "steelblue" } }
+
+ fragmentShader: "
+ uniform lowp float qt_Opacity;
+ uniform lowp sampler2D colorTable;
+ varying highp vec2 qt_TexCoord0;
+
+ void main() {
+ gl_FragColor = texture2D(colorTable, qt_TexCoord0);
+ gl_FragColor.w *= qt_Opacity;
+ }
+ "
+
+ vertexShader: "
+ uniform lowp vec4 d;
+ uniform highp float tx;
+ uniform highp float ty;
+ uniform highp float tz;
+ uniform highp float tw;
+ uniform highp float amplitude;
+ uniform highp mat4 qt_ModelViewProjectionMatrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 qt_TexCoord0;
+
+ void main() {
+ highp vec4 pos = qt_Vertex;
+
+ highp float y1 = sin(tx + d.x * qt_MultiTexCoord0.x * 17. + 2. * d.y) + sin(ty + d.z * qt_MultiTexCoord0.x * 11. + 5. * d.w);
+ highp float y2 = sin(tz + d.w * qt_MultiTexCoord0.x * 7. + 3. * d.z) + sin(tw + d.y * qt_MultiTexCoord0.x * 19. + 3. * d.x);
+
+ pos.y += mix(y1, y2, qt_MultiTexCoord0.y) * amplitude * 0.5;
+
+ gl_Position = qt_ModelViewProjectionMatrix * pos;
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ }
+ "
+
+ mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
+
+}