diff options
Diffstat (limited to 'basicsuite/Graphical Effects/effect_CustomWave.qml')
-rw-r--r-- | basicsuite/Graphical Effects/effect_CustomWave.qml | 118 |
1 files changed, 118 insertions, 0 deletions
diff --git a/basicsuite/Graphical Effects/effect_CustomWave.qml b/basicsuite/Graphical Effects/effect_CustomWave.qml new file mode 100644 index 0000000..66e91be --- /dev/null +++ b/basicsuite/Graphical Effects/effect_CustomWave.qml @@ -0,0 +1,118 @@ +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; + } + " + + } + +} + + |