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diff --git a/experimental/Media Player/Effects/EffectPageCurl.qml b/experimental/Media Player/Effects/EffectPageCurl.qml
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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 Mobility Components.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia. For licensing terms and
-** conditions see http://qt.digia.com/licensing. For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, 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.
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import QtQuick 2.0
-
-Effect {
- divider: false
- parameters: ListModel {
- ListElement {
- name: "extent"
- value: 0.5
- }
- }
-
- // Transform slider values, and bind result to shader uniforms
- property real curlExtent: 1.0 - parameters.get(0).value
-
- fragmentShaderSrc: "uniform float dividerValue;
- uniform float curlExtent;
- uniform sampler2D source;
- uniform lowp float qt_Opacity;
- varying vec2 qt_TexCoord0;
-
- const float minAmount = -0.16;
- const float maxAmount = 1.3;
- const float PI = 3.141592653589793;
- const float scale = 512.0;
- const float sharpness = 3.0;
- const vec4 bgColor = vec4(1.0, 1.0, 0.8, 1.0);
-
- float amount = curlExtent * (maxAmount - minAmount) + minAmount;
- float cylinderCenter = amount;
- // 360 degrees * amount
- float cylinderAngle = 2.0 * PI * amount;
- const float cylinderRadius = 1.0 / PI / 2.0;
-
- vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
- {
- float hitPoint = hitAngle / (2.0 * PI);
- point.y = hitPoint;
- return rrotation * point;
- }
-
- vec4 antiAlias(vec4 color1, vec4 color2, float distance)
- {
- distance *= scale;
- if (distance < 0.0) return color2;
- if (distance > 2.0) return color1;
- float dd = pow(1.0 - distance / 2.0, sharpness);
- return ((color2 - color1) * dd) + color1;
- }
-
- float distanceToEdge(vec3 point)
- {
- float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
- float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
- if (point.x < 0.0) dx = -point.x;
- if (point.x > 1.0) dx = point.x - 1.0;
- if (point.y < 0.0) dy = -point.y;
- if (point.y > 1.0) dy = point.y - 1.0;
- if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
- return min(dx, dy);
- }
-
- vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
- {
- float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
- vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
- if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
- return bgColor;
- if (yc > 0.0)
- return texture2D(source, p);
- vec4 color = texture2D(source, point.xy);
- vec4 tcolor = vec4(0.0);
- return antiAlias(color, tcolor, distanceToEdge(point));
- }
-
- vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
- {
- float shadow = distanceToEdge(point) * 30.0;
- shadow = (1.0 - shadow) / 3.0;
- if (shadow < 0.0)
- shadow = 0.0;
- else
- shadow *= amount;
- vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
- shadowColor.r -= shadow;
- shadowColor.g -= shadow;
- shadowColor.b -= shadow;
- return shadowColor;
- }
-
- vec4 backside(float yc, vec3 point)
- {
- vec4 color = texture2D(source, point.xy);
- float gray = (color.r + color.b + color.g) / 15.0;
- gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
- color.rgb = vec3(gray);
- return color;
- }
-
- void main(void)
- {
- const float angle = 30.0 * PI / 180.0;
- float c = cos(-angle);
- float s = sin(-angle);
- mat3 rotation = mat3(
- c, s, 0,
- -s, c, 0,
- 0.12, 0.258, 1
- );
- c = cos(angle);
- s = sin(angle);
- mat3 rrotation = mat3(
- c, s, 0,
- -s, c, 0,
- 0.15, -0.5, 1
- );
- vec3 point = rotation * vec3(qt_TexCoord0, 1.0);
- float yc = point.y - cylinderCenter;
- vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
- if (yc < -cylinderRadius) {
- // See through to background
- color = bgColor;
- } else if (yc > cylinderRadius) {
- // Flat surface
- color = texture2D(source, qt_TexCoord0);
- } else {
- float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
- float hitAngleMod = mod(hitAngle, 2.0 * PI);
- if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) {
- color = seeThrough(yc, qt_TexCoord0, rotation, rrotation);
- } else {
- point = hitPoint(hitAngle, yc, point, rrotation);
- if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {
- color = seeThroughWithShadow(yc, qt_TexCoord0, point, rotation, rrotation);
- } else {
- color = backside(yc, point);
- vec4 otherColor;
- if (yc < 0.0) {
- float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
- shado *= pow(-yc / cylinderRadius, 3.0);
- shado *= 0.5;
- otherColor = vec4(0.0, 0.0, 0.0, shado);
- } else {
- otherColor = texture2D(source, qt_TexCoord0);
- }
- color = antiAlias(color, otherColor, cylinderRadius - abs(yc));
-
- // This second antialiasing step causes the shader to fail to render, on
- // Symbian devices (tested so far using IVE3.5). Running out of scratch
- // memory?
- }
- }
- }
- gl_FragColor = qt_Opacity * color;
- }"
-}