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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Mobility Components.
**
** $QT_BEGIN_LICENSE:LGPL21$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/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 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/

import QtQuick 2.0

Effect {
    parameters: ListModel {
        ListElement {
            name: "amplitude"
            value: 0.5
        }
        ListElement {
            name: "frequency"
            value: 0.5
        }
    }

    // Transform slider values, and bind result to shader uniforms
    property real amplitude: parameters.get(0).value * 0.03
    property real n: parameters.get(1).value * 7

    property real time: 0
    NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }

    fragmentShaderSrc: "uniform float dividerValue;
                        uniform float targetWidth;
                        uniform float targetHeight;
                        uniform float time;

                        uniform sampler2D source;
                        uniform lowp float qt_Opacity;
                        varying vec2 qt_TexCoord0;

                        const float PI = 3.1415926535;
                        const int ITER = 7;
                        const float RATE = 0.1;
                        uniform float amplitude;
                        uniform float n;

                        void main()
                        {
                            vec2 uv = qt_TexCoord0.xy;
                            vec2 tc = uv;
                            vec2 p = vec2(-1.0 + 2.0 * gl_FragCoord.x / targetWidth, -(-1.0 + 2.0 * gl_FragCoord.y / targetHeight));
                            float diffx = 0.0;
                            float diffy = 0.0;
                            vec4 col;
                            if (uv.x < dividerValue) {
                                for (int i=0; i<ITER; ++i) {
                                    float theta = float(i) * PI / float(ITER);
                                    vec2 r = vec2(cos(theta) * p.x + sin(theta) * p.y, -1.0 * sin(theta) * p.x + cos(theta) * p.y);
                                    float diff = (sin(2.0 * PI * n * (r.y + time * RATE)) + 1.0) / 2.0;
                                    diffx += diff * sin(theta);
                                    diffy += diff * cos(theta);
                                }
                                tc = 0.5*(vec2(1.0,1.0) + p) + amplitude * vec2(diffx, diffy);
                            }
                            gl_FragColor = qt_Opacity * texture2D(source, tc);
                        }"
}