diff options
Diffstat (limited to 'experimental/Media Player/Effects/EffectPageCurl.qml')
-rwxr-xr-x | experimental/Media Player/Effects/EffectPageCurl.qml | 196 |
1 files changed, 0 insertions, 196 deletions
diff --git a/experimental/Media Player/Effects/EffectPageCurl.qml b/experimental/Media Player/Effects/EffectPageCurl.qml deleted file mode 100755 index 39947d9..0000000 --- a/experimental/Media Player/Effects/EffectPageCurl.qml +++ /dev/null @@ -1,196 +0,0 @@ -/**************************************************************************** -** -** 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; - }" -} |