diff options
Diffstat (limited to 'basicsuite/Graphical Effects/effect_CustomDissolve.qml')
-rw-r--r-- | basicsuite/Graphical Effects/effect_CustomDissolve.qml | 125 |
1 files changed, 0 insertions, 125 deletions
diff --git a/basicsuite/Graphical Effects/effect_CustomDissolve.qml b/basicsuite/Graphical Effects/effect_CustomDissolve.qml deleted file mode 100644 index bd843bd..0000000 --- a/basicsuite/Graphical Effects/effect_CustomDissolve.qml +++ /dev/null @@ -1,125 +0,0 @@ -import QtQuick 2.0 - -Item { - - - width: 700 - height: 600 - id: root - - property real inputX: 0.5; - property real feedbackX: inputX - property string nameX: "Dissolution" - - 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; - - 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; - uniform lowp float qt_Opacity; - - varying highp vec2 vTexCoord; - varying lowp float vOpacity; - - // Noise function from: http://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl - highp 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); - lowp float particlify = smoothstep(1.0 - vOpacity, 1.0, rand(vTexCoord)) * vOpacity; - gl_FragColor = tex * mix(vOpacity, particlify, opacity) * qt_Opacity; - } - - " - - } - -} |