diff options
Diffstat (limited to 'tradeshow/enterprise-kinectdatavis/Noise.qml')
-rw-r--r-- | tradeshow/enterprise-kinectdatavis/Noise.qml | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/tradeshow/enterprise-kinectdatavis/Noise.qml b/tradeshow/enterprise-kinectdatavis/Noise.qml new file mode 100644 index 0000000..eace7c2 --- /dev/null +++ b/tradeshow/enterprise-kinectdatavis/Noise.qml @@ -0,0 +1,111 @@ +/* +Copyright (C) 2011 by Ashima Arts (Simplex noise) + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +import QtQuick 2.1 + +ShaderEffect { + property real time + NumberAnimation on time { + loops: Animation.Infinite + duration: 1000 + from: 30 + to: 200 + } + vertexShader: " + uniform highp mat4 qt_Matrix; + attribute highp vec4 qt_Vertex; + attribute highp vec2 qt_MultiTexCoord0; + varying highp vec2 coord; + void main() { + coord = qt_MultiTexCoord0; + gl_Position = qt_Matrix * qt_Vertex; + }" + fragmentShader: " + varying highp vec2 coord; + uniform lowp float qt_Opacity; + uniform highp float time; + uniform lowp float width; + uniform lowp float height; + + vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + vec2 mod289(vec2 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + vec3 permute(vec3 x) { + return mod289(((x*34.0)+1.0)*x); + } + float snoise(vec2 v) + { + const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 + 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) + -0.577350269189626, // -1.0 + 2.0 * C.x + 0.024390243902439); // 1.0 / 41.0 + // First corner + vec2 i = floor(v + dot(v, C.yy) ); + vec2 x0 = v - i + dot(i, C.xx); + + // Other corners + vec2 i1; + //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 + //i1.y = 1.0 - i1.x; + i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); + // x0 = x0 - 0.0 + 0.0 * C.xx ; + // x1 = x0 - i1 + 1.0 * C.xx ; + // x2 = x0 - 1.0 + 2.0 * C.xx ; + vec4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + + i.x + vec3(0.0, i1.x, 1.0 )); + + vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); + m = m*m ; + m = m*m ; + + // Gradients: 41 points uniformly over a line, mapped onto a diamond. + // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) + vec3 x = 2.0 * fract(p * C.www) - 1.0; + vec3 h = abs(x) - 0.5; + vec3 ox = floor(x + 0.5); + vec3 a0 = x - ox; + + // Normalise gradients implicitly by scaling m + // Approximation of: m *= inversesqrt( a0*a0 + h*h ); + m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); + + // Compute final noise value at P + vec3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot(m, g); + } + + void main() { + float n = snoise((coord + vec2(mod(time, 12.12), 0.0)) * (vec2(width, height) / 5.0)); + n = n * 0.6 + 0.4; + gl_FragColor = vec4(n, n, n, 1.0) * qt_Opacity; + }" +} |