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-rw-r--r--basicsuite/Graphical Effects/effect_CustomWave.qml118
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
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+++ b/basicsuite/Graphical Effects/effect_CustomWave.qml
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+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;
+ }
+ "
+
+ }
+
+}
+
+