diff options
Diffstat (limited to 'basicsuite/Graphical Effects/effect_CustomWave.qml')
-rw-r--r-- | basicsuite/Graphical Effects/effect_CustomWave.qml | 118 |
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; - } - " - - } - -} - - |