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/****************************************************************************
**
** 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);
                        }"
}