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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 5 launch demo.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 Digia Plc and its Subsidiary(-ies) 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: effectRoot;
width: 1280
height: 720
property Gradient gradient: Gradient {
GradientStop { position: 0; color: "white" }
GradientStop { position: 0.4; color: "blue" }
GradientStop { position: 1.0; color: "black" }
}
Rectangle {
id: colorTable
width: 1
height: 128;
gradient: effectRoot.gradient;
layer.enabled: true
layer.smooth: true
visible: false;
}
property variant source: colorTable;
blending: false;
fragmentShader:"
#ifdef GL_ES
precision lowp float;
#endif
uniform lowp sampler2D source;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
// Noise function from: http://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl
float rand(vec2 n) {
return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
lowp float len = clamp(length(vec2(0.5, 0.0) - qt_TexCoord0), 0.0, 1.0);
gl_FragColor = texture2D(source, vec2(0, len)) * qt_Opacity + rand(qt_TexCoord0) * 0.05;
}
"
}
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