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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
+
+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: "green" } }
+
+ fragmentShader: "
+ uniform lowp float qt_Opacity;
+ uniform lowp sampler2D colorTable;
+ varying highp vec2 qt_TexCoord0;
+ varying lowp float xx;
+
+ void main() {
+ gl_FragColor = texture2D(colorTable, qt_TexCoord0);
+ gl_FragColor.xyz += xx * 0.1;
+ gl_FragColor *= 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;
+ varying lowp float xx;
+ void main() {
+ highp vec4 pos = qt_Vertex;
+
+ highp float y = sin(-tx + d.x * qt_MultiTexCoord0.x * 57. + 12. * d.y)
+ + sin(ty * 2.0 + d.z * qt_MultiTexCoord0.x * 21. + 5. * d.w)
+ + sin(tz * 4.0 + d.y * qt_MultiTexCoord0.x * 13. + 7.0 * d.x)
+ + sin(-ty * 8.0 + d.w * qt_MultiTexCoord0.x * 29. + 15. * d.z);
+ highp float x = sin(-tx + d.x * qt_MultiTexCoord0.x * 213. + 15. * d.y)
+ + sin(ty * 2.0 + d.z * qt_MultiTexCoord0.x * 107. + 12. * d.w)
+ + sin(tz * 4.0 + d.y * qt_MultiTexCoord0.x * 13. + 5. * d.x)
+ + sin(-ty * 8.0 + d.w * qt_MultiTexCoord0.x * 15. + 7. * d.z);
+ xx = x;
+
+ pos.xy += vec2(x * sin(qt_MultiTexCoord0.x * 3.14152) * 0.3,
+ y * (1.0 - qt_MultiTexCoord0.y)) * amplitude;
+
+ gl_Position = qt_Matrix * pos;
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ }
+ "
+
+ mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
+
+}