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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

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;
        }
    "
}