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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) }
}
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