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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;
}
"
}
}
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