/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt 5 launch demo. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 Digia Plc and its Subsidiary(-ies) 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 ShaderEffect { id: effectRoot; width: 1280 height: 720 property Gradient gradient: Gradient { GradientStop { position: 0; color: "white" } GradientStop { position: 0.4; color: "blue" } GradientStop { position: 1.0; color: "black" } } Rectangle { id: colorTable width: 1 height: 128; gradient: effectRoot.gradient; layer.enabled: true layer.smooth: true visible: false; } property variant source: colorTable; blending: false; fragmentShader:" #ifdef GL_ES precision lowp float; #endif uniform lowp sampler2D source; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; // Noise function from: http://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl float rand(vec2 n) { return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453); } void main() { lowp float len = clamp(length(vec2(0.5, 0.0) - qt_TexCoord0), 0.0, 1.0); gl_FragColor = texture2D(source, vec2(0, len)) * qt_Opacity + rand(qt_TexCoord0) * 0.05; } " }