/**************************************************************************** ** ** 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 { id: root parameters: ListModel { ListElement { name: "amplitude" value: 0.5 } } // Transform slider values, and bind result to shader uniforms property real granularity: parameters.get(0).value * 20 property real weight: parameters.get(0).value property real centerX property real centerY property real time SequentialAnimation { running: true loops: Animation.Infinite ScriptAction { script: { centerX = Math.random() centerY = Math.random() } } NumberAnimation { target: root property: "time" from: 0 to: 1 duration: 1000 } } fragmentShaderSrc: "uniform float centerX; uniform float centerY; uniform float dividerValue; uniform float granularity; uniform float time; uniform float weight; uniform sampler2D source; uniform lowp float qt_Opacity; varying vec2 qt_TexCoord0; void main() { vec2 uv = qt_TexCoord0.xy; vec2 tc = qt_TexCoord0; vec2 center = vec2(centerX, centerY); const vec3 shock = vec3(10.0, 1.5, 0.1); if (uv.x < dividerValue) { float distance = distance(uv, center); if ((distance <= (time + shock.z)) && (distance >= (time - shock.z))) { float diff = (distance - time); float powDiff = 1.0 - pow(abs(diff*shock.x), shock.y*weight); float diffTime = diff * powDiff; vec2 diffUV = normalize(uv - center); tc += (diffUV * diffTime); } } gl_FragColor = qt_Opacity * texture2D(source, tc); }" }