summaryrefslogtreecommitdiffstats
path: root/basicsuite
diff options
context:
space:
mode:
authorGunnar Sletta <gunnar.sletta@digia.com>2013-04-29 07:05:29 +0200
committerGunnar Sletta <gunnar.sletta@digia.com>2013-04-29 09:17:44 +0300
commit4be30565fd882fe412d8d40dc65c15f88a479f0f (patch)
tree924b8244f7005662aff2e4f037644773c573eb3c /basicsuite
parent87c5ac7bac247624bd4f074558fa3f212ce15f1e (diff)
Another dissolve
Change-Id: I2c05445a84723d742a43bca70a2a8073f9aa47e2 Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
Diffstat (limited to 'basicsuite')
-rw-r--r--basicsuite/Graphical Effects/effect_CustomDissolve.qml128
1 files changed, 128 insertions, 0 deletions
diff --git a/basicsuite/Graphical Effects/effect_CustomDissolve.qml b/basicsuite/Graphical Effects/effect_CustomDissolve.qml
new file mode 100644
index 0000000..ae92f9f
--- /dev/null
+++ b/basicsuite/Graphical Effects/effect_CustomDissolve.qml
@@ -0,0 +1,128 @@
+import QtQuick 2.0
+
+Item {
+
+
+ width: 700
+ height: 600
+ id: root
+
+ property real inputX: 0.5;
+ property real feedbackX: inputX
+ property string nameX: "Displacement"
+
+ property real inputY: 0.5;
+ property real feedbackY: effect.amplitude
+ property string nameY: "Amplitude"
+
+ Rectangle {
+ id: sourceItem
+ anchors.centerIn: parent
+ width: text.width + 50
+ height: text.height + 20
+ gradient: Gradient {
+ GradientStop { position: 0; color: "steelblue" }
+ GradientStop { position: 1; color: "black" }
+ }
+ border.color: "lightsteelblue"
+ border.width: 2
+
+//? color: "transparent"
+
+ radius: 10
+
+ layer.enabled: true
+ layer.smooth: true
+ layer.sourceRect: Qt.rect(-1, -1, width + 2, height + 2);
+
+ visible: false
+
+ Text {
+ id: text
+ font.pixelSize: root.height * 0.08
+ anchors.centerIn: parent;
+ text: "Code Less, Create More!"
+ color: "lightsteelblue"
+ style: Text.Raised
+
+ }
+ }
+
+ ShaderEffect {
+
+ id: effect
+
+ anchors.fill: sourceItem;
+
+ property variant source: sourceItem;
+
+ property real t: (1 + tlength) * (1 - root.inputX) - tlength;
+ property real tlength: 1.0
+ property real amplitude: 2.0 * height * root.inputY;
+
+ mesh: "40x4"
+
+ vertexShader:
+ "
+ uniform highp mat4 qt_Matrix;
+ uniform lowp float t;
+ uniform lowp float tlength;
+ uniform highp float amplitude;
+ uniform lowp float qt_Opacity;
+
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+
+ varying highp vec2 vTexCoord;
+ varying lowp float vOpacity;
+
+ void main() {
+ vTexCoord = qt_MultiTexCoord0;
+
+ vec4 pos = qt_Vertex;
+
+ lowp float tt = smoothstep(t, t+tlength, qt_MultiTexCoord0.x);
+
+ vOpacity = 1.0 - tt;
+
+ pos.y += (amplitude * (qt_MultiTexCoord0.y * 2.0 - 1.0) * (-2.0 * tt)
+ + 3.0 * amplitude * (qt_MultiTexCoord0.y * 2.0 - 1.0)
+ + amplitude * sin(0.0 + tt * 2.14152 * qt_MultiTexCoord0.x)
+ + amplitude * sin(0.0 + tt * 7.4567)
+ ) * tt;
+
+ pos.x += amplitude * sin(6.0 + tt * 4.4567) * tt;
+
+ gl_Position = qt_Matrix * pos;
+ }
+ "
+ fragmentShader:
+ "
+ uniform sampler2D source;
+
+ uniform lowp float t;
+ uniform lowp float tlength;
+
+ varying highp vec2 vTexCoord;
+ varying lowp float vOpacity;
+
+ // Noise function from: http://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl
+ float rand(vec2 n) {
+ return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453);
+ }
+
+ void main() {
+ lowp vec4 tex = texture2D(source, vTexCoord);
+
+ lowp float opacity = 1.0 - smoothstep(0.9, 1.0, vOpacity);
+
+ float particlify = smoothstep(1.0 - vOpacity, 1.0, rand(vTexCoord)) * vOpacity;
+
+ gl_FragColor = tex * mix(vOpacity, particlify, opacity);
+ }
+
+ "
+
+ }
+
+}