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-rw-r--r--basicsuite/Graphical Effects/effect_CustomWave.qml118
1 files changed, 0 insertions, 118 deletions
diff --git a/basicsuite/Graphical Effects/effect_CustomWave.qml b/basicsuite/Graphical Effects/effect_CustomWave.qml
deleted file mode 100644
index 66e91be..0000000
--- a/basicsuite/Graphical Effects/effect_CustomWave.qml
+++ /dev/null
@@ -1,118 +0,0 @@
-import QtQuick 2.0
-
-Item {
- id: root
-
- property real inputX: 0.9;
- property real feedbackX: shader.zrot
- property string nameX: "Rotation"
-
- property real inputY: 0.7
- property real feedbackY: shader.amp
- property string nameY: "Amplitude"
-
-
- ShaderEffect {
- id: shader
- width: height
- height: parent.height
- anchors.centerIn: parent;
- scale: height > root.height * 0.8 ? root.height * 0.8 / height : 1;
-
- blending: true
-
- mesh: "50x50"
-
- property variant size: Qt.size(width, height);
-
- property variant source: Image { source: "images/bug.jpg" }
-
- property real amp: root.inputY * 0.1;
-
- property real xrot: 2 / 8 * Math.PI;
-
- property real zrot: -root.inputX * Math.PI * 2
-
- property real time: 0
- NumberAnimation on time {
- id: timeAnimation
- from: 0;
- to: Math.PI * 2;
- duration: 3457;
- loops: Animation.Infinite
- running: true;
- }
-
- vertexShader: "
- attribute highp vec4 qt_Vertex;
- attribute highp vec2 qt_MultiTexCoord0;
- uniform highp mat4 qt_Matrix;
- uniform highp float xrot;
- uniform highp float zrot;
- uniform highp vec2 size;
- uniform highp float time;
- uniform highp float amp;
- varying lowp vec2 v_TexCoord;
- varying lowp float v_light;
- void main() {
- highp float xcosa = cos(xrot);
- highp float xsina = sin(xrot);
-
- highp mat4 xrot = mat4(1, 0, 0, 0,
- 0, xcosa, xsina, 0,
- 0, -xsina, xcosa, 0,
- 0, 0, 0, 1);
-
- highp float zcosa = cos(zrot);
- highp float zsina = sin(zrot);
-
- highp mat4 zrot = mat4(zcosa, zsina, 0, 0,
- -zsina, zcosa, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1);
-
- highp float near = 2.;
- highp float far = 6.;
- highp float fmn = far - near;
-
- highp mat4 proj = mat4(near, 0, 0, 0,
- 0, near, 0, 0,
- 0, 0, -(far + near) / fmn, -1.,
- 0, 0, -2. * far * near / fmn, 1);
-
- highp mat4 model = mat4(2, 0, 0, 0,
- 0, 2, 0, 0,
- 0, 0, 2, 0,
- 0, -.5, -4, 1);
-
- vec4 nLocPos = vec4(qt_Vertex.xy * 2.0 / size - 1.0, 0, 1);
- nLocPos.z = cos(nLocPos.x * 5. + time) * amp;
-
- vec4 pos = proj * model * xrot * zrot * nLocPos;
- pos = vec4(pos.xyx/pos.w, 1);
-
- gl_Position = qt_Matrix * vec4((pos.xy + 1.0) / 2.0 * size , 0, 1);
-
- v_TexCoord = qt_MultiTexCoord0;
-
-
- v_light = dot(normalize(vec3(-sin(nLocPos.x * 5.0 + time) * 5.0 * amp, 0, -1)), vec3(0, 0, -1));
- }
- "
-
- fragmentShader: "
- uniform lowp sampler2D source;
- uniform lowp float qt_Opacity;
- varying highp vec2 v_TexCoord;
- varying lowp float v_light;
- void main() {
- highp vec4 c = texture2D(source, v_TexCoord);
- gl_FragColor = (vec4(pow(v_light, 16.0)) * 0.3 + c) * qt_Opacity;
- }
- "
-
- }
-
-}
-
-