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import QtQuick 2.0
ShaderEffect {
id: root
property variant source
property real leftHeight: height / 2
property real rightHeight: height / 2
property real originalHeight: height
property real originalWidth: width
property real amplitude: 0.10
mesh: Qt.size(1, 80)
vertexShader: "
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
varying highp vec2 qt_TexCoord0;
varying lowp float shade;
uniform highp float leftHeight;
uniform highp float rightHeight;
uniform highp float originalHeight;
uniform highp float originalWidth;
uniform highp float amplitude;
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
highp vec4 shift = vec4(0);
shift.y = qt_Vertex.y * ((originalHeight - leftHeight) + (leftHeight - rightHeight) * (qt_Vertex.x / originalWidth)) / originalHeight;
shade = sin(21.9911486 * qt_Vertex.y / originalHeight);
shift.x = amplitude * (originalHeight - leftHeight + (leftHeight - rightHeight) * (qt_Vertex.x / originalWidth)) * shade;
gl_Position = qt_Matrix * (qt_Vertex - shift);
shade = 0.2 * (2.0 - shade ) * (1.0 - (rightHeight + (leftHeight - rightHeight) * (1.0 - qt_Vertex.y / originalWidth)) / originalHeight);
}
"
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform lowp float qt_Opacity;
uniform sampler2D source;
varying lowp float shade;
void main() {
highp vec4 color = texture2D(source, qt_TexCoord0);
color.rgb *= 1.0 - shade;
gl_FragColor = color * qt_Opacity;
}
"
}
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