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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of Qt for Device Creation.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, 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 The Qt Company Ltd 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

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);
                        }"
}