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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the QML Presentation System.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Digia.
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+
+import QtQuick 2.0
+
+ShaderEffect {
+ id: shader
+
+ width: 400
+ height: 300
+
+ property real speed: 1
+
+ property color d: Qt.rgba(Math.random() * 0.7,
+ Math.random() * 0.5,
+ Math.random() * 0.7,
+ Math.random() * 0.5)
+ property real tx
+ NumberAnimation on tx { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+ property real ty
+ NumberAnimation on ty { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+ property real tz
+ NumberAnimation on tz { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+ property real tw
+ NumberAnimation on tw { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
+
+ property real amplitude: height / 2
+
+ property variant colorTable: ShaderEffectSource { sourceItem: Rectangle { width: 4; height: 4; color: "steelblue" } }
+
+ fragmentShader: "
+ uniform lowp float qt_Opacity;
+ uniform lowp sampler2D colorTable;
+ varying highp vec2 qt_TexCoord0;
+
+ void main() {
+ gl_FragColor = texture2D(colorTable, qt_TexCoord0);
+ gl_FragColor.w *= qt_Opacity;
+ }
+ "
+
+ vertexShader: "
+ uniform lowp vec4 d;
+ uniform highp float tx;
+ uniform highp float ty;
+ uniform highp float tz;
+ uniform highp float tw;
+ uniform highp float amplitude;
+ uniform highp mat4 qt_Matrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 qt_TexCoord0;
+
+ void main() {
+ highp vec4 pos = qt_Vertex;
+
+ highp float y1 = sin(tx + d.x * qt_MultiTexCoord0.x * 17. + 2. * d.y) + sin(ty + d.z * qt_MultiTexCoord0.x * 11. + 5. * d.w);
+ highp float y2 = sin(tz + d.w * qt_MultiTexCoord0.x * 7. + 3. * d.z) + sin(tw + d.y * qt_MultiTexCoord0.x * 19. + 3. * d.x);
+
+ pos.y += mix(y1, y2, qt_MultiTexCoord0.y) * amplitude * 0.5;
+
+ gl_Position = qt_Matrix * pos;
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ }
+ "
+
+ mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
+
+}