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-rw-r--r--basicsuite/Graphical Effects/effect_CustomDissolve.qml125
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;
- }
-
- "
-
- }
-
-}