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) } }