/**************************************************************************** ** ** 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: shader width: 400 height: 300 property real speed: 1 property color d: Qt.rgba(Math.random() * 0.7, Math.random() * 0.5, Math.random() * 0.7, Math.random() * 0.5) property real tx NumberAnimation on tx { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite } property real ty NumberAnimation on ty { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite } property real tz NumberAnimation on tz { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite } property real tw NumberAnimation on tw { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite } property real amplitude: height / 2 property variant colorTable: ShaderEffectSource { sourceItem: Rectangle { width: 4; height: 4; color: "green" } } fragmentShader: " uniform lowp float qt_Opacity; uniform lowp sampler2D colorTable; varying highp vec2 qt_TexCoord0; varying lowp float xx; void main() { gl_FragColor = texture2D(colorTable, qt_TexCoord0); gl_FragColor.xyz += xx * 0.1; gl_FragColor *= qt_Opacity; } " vertexShader: " uniform lowp vec4 d; uniform highp float tx; uniform highp float ty; uniform highp float tz; uniform highp float tw; uniform highp float amplitude; uniform highp mat4 qt_Matrix; attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; varying highp vec2 qt_TexCoord0; varying lowp float xx; void main() { highp vec4 pos = qt_Vertex; highp float y = sin(-tx + d.x * qt_MultiTexCoord0.x * 57. + 12. * d.y) + sin(ty * 2.0 + d.z * qt_MultiTexCoord0.x * 21. + 5. * d.w) + sin(tz * 4.0 + d.y * qt_MultiTexCoord0.x * 13. + 7.0 * d.x) + sin(-ty * 8.0 + d.w * qt_MultiTexCoord0.x * 29. + 15. * d.z); highp float x = sin(-tx + d.x * qt_MultiTexCoord0.x * 213. + 15. * d.y) + sin(ty * 2.0 + d.z * qt_MultiTexCoord0.x * 107. + 12. * d.w) + sin(tz * 4.0 + d.y * qt_MultiTexCoord0.x * 13. + 5. * d.x) + sin(-ty * 8.0 + d.w * qt_MultiTexCoord0.x * 15. + 7. * d.z); xx = x; pos.xy += vec2(x * sin(qt_MultiTexCoord0.x * 3.14152) * 0.3, y * (1.0 - qt_MultiTexCoord0.y)) * amplitude; gl_Position = qt_Matrix * pos; qt_TexCoord0 = qt_MultiTexCoord0; } " mesh: GridMesh { resolution: Qt.size(width / 10, 4) } }