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-/****************************************************************************
-**
-** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the Qt 5 launch demo.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** You may use this file under the terms of the BSD license as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
-** of its contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import QtQuick 2.0
-import "presentation"
-
-
-Slide {
- id: slide
-
- title: "Qt Quick - ShaderEffect"
-
- writeInText: "Harness the raw power of the graphics processor. The ShaderEffect\nelement lets you write GLSL inline in your QML files."
-
- Image {
- id: sourceItem
- source: "images/ally.png"
- visible: false
- }
-
- SequentialAnimation {
- id: kickoffAnimation
-
- // setup
- PropertyAction { target: rotationAnimation; property: "running"; value: false }
- PropertyAction { target: timeAnimation; property: "running"; value: false }
- PropertyAction { target: shader; property: "amp"; value: 0 }
- PropertyAction { target: shader; property: "xrot"; value: 0 }
- PropertyAction { target: shader; property: "zrot"; value: 0 }
- PropertyAction { target: shader; property: "time"; value: 0 }
- PropertyAction { target: shader; property: "scale"; value: 1; }
- PropertyAction { target: rotationAnimation; property: "running"; value: false }
- PropertyAction { target: timeAnimation; property: "running"; value: false }
- // short pause
- PauseAnimation { duration: 2000 }
- // get started...
- ParallelAnimation {
- NumberAnimation { target: shader; property: "xrot"; to: 2 * Math.PI / 8; duration: 1000; easing.type: Easing.InOutCubic }
- NumberAnimation { target: shader; property: "amp"; to: 0.1; duration: 1000; easing.type: Easing.InOutCubic }
-// NumberAnimation { target: shader; property: "scale"; to: 1.5; duration: 1000; easing.type: Easing.InOutCubic }
- PropertyAction { target: rotationAnimation; property: "running"; value: true }
- PropertyAction { target: timeAnimation; property: "running"; value: true }
- }
-
- running: slide.visible;
- }
-
-
- ShaderEffect {
- id: shader
- width: height
- height: parent.height
- anchors.centerIn: parent;
- anchors.verticalCenterOffset: slide.height * 0.1
-
- blending: true
-
- mesh: "50x50"
-
- property variant size: Qt.size(width, height);
-
- property variant source: sourceItem;
-
- property real amp: 0
-
- property real xrot: 0; // 2 * Math.PI / 8;
-// NumberAnimation on xrot { from: 0; to: Math.PI * 2; duration: 3000; loops: Animation.Infinite }
-
- property real zrot: 0
- NumberAnimation on zrot {
- id: rotationAnimation
- from: 0;
- to: Math.PI * 2;
- duration: 20000;
- loops: Animation.Infinite
- easing.type: Easing.InOutCubic
- running: false;
- }
-
- property real time: 0
- NumberAnimation on time {
- id: timeAnimation
- from: 0;
- to: Math.PI * 2;
- duration: 3457;
- loops: Animation.Infinite
- running: false;
- }
-
- 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;
- }
- "
-
- }
-
-}