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diff --git a/basicsuite/Hardware Specs/Swirl.qml b/basicsuite/Hardware Specs/Swirl.qml
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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) }
-
-}