import QtQuick 2.0 Item { id: root property real inputX: 0.9; property real feedbackX: shader.zrot property string nameX: "Rotation" property real inputY: 0.7 property real feedbackY: shader.amp property string nameY: "Amplitude" ShaderEffect { id: shader width: height height: parent.height anchors.centerIn: parent; scale: height > root.height * 0.8 ? root.height * 0.8 / height : 1; blending: true mesh: "50x50" property variant size: Qt.size(width, height); property variant source: Image { source: "images/bug.jpg" } property real amp: root.inputY * 0.1; property real xrot: 2 / 8 * Math.PI; property real zrot: -root.inputX * Math.PI * 2 property real time: 0 NumberAnimation on time { id: timeAnimation from: 0; to: Math.PI * 2; duration: 3457; loops: Animation.Infinite running: true; } 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; } " } }