/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of Qt for Device Creation. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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; } " } }