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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: shader
width: 400
height: 300
property real speed: 1
property color d: Qt.rgba(Math.random() * 0.7,
Math.random() * 0.5,
Math.random() * 0.7,
Math.random() * 0.5)
property real tx
NumberAnimation on tx { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
property real ty
NumberAnimation on ty { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
property real tz
NumberAnimation on tz { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
property real tw
NumberAnimation on tw { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000 / speed; loops: Animation.Infinite }
property real amplitude: height / 2
property variant colorTable: ShaderEffectSource { sourceItem: Rectangle { width: 4; height: 4; color: "green" } }
fragmentShader: "
uniform lowp float qt_Opacity;
uniform lowp sampler2D colorTable;
varying highp vec2 qt_TexCoord0;
varying lowp float xx;
void main() {
gl_FragColor = texture2D(colorTable, qt_TexCoord0);
gl_FragColor.xyz += xx * 0.1;
gl_FragColor *= qt_Opacity;
}
"
vertexShader: "
uniform lowp vec4 d;
uniform highp float tx;
uniform highp float ty;
uniform highp float tz;
uniform highp float tw;
uniform highp float amplitude;
uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
varying lowp float xx;
void main() {
highp vec4 pos = qt_Vertex;
highp float y = sin(-tx + d.x * qt_MultiTexCoord0.x * 57. + 12. * d.y)
+ sin(ty * 2.0 + d.z * qt_MultiTexCoord0.x * 21. + 5. * d.w)
+ sin(tz * 4.0 + d.y * qt_MultiTexCoord0.x * 13. + 7.0 * d.x)
+ sin(-ty * 8.0 + d.w * qt_MultiTexCoord0.x * 29. + 15. * d.z);
highp float x = sin(-tx + d.x * qt_MultiTexCoord0.x * 213. + 15. * d.y)
+ sin(ty * 2.0 + d.z * qt_MultiTexCoord0.x * 107. + 12. * d.w)
+ sin(tz * 4.0 + d.y * qt_MultiTexCoord0.x * 13. + 5. * d.x)
+ sin(-ty * 8.0 + d.w * qt_MultiTexCoord0.x * 15. + 7. * d.z);
xx = x;
pos.xy += vec2(x * sin(qt_MultiTexCoord0.x * 3.14152) * 0.3,
y * (1.0 - qt_MultiTexCoord0.y)) * amplitude;
gl_Position = qt_Matrix * pos;
qt_TexCoord0 = qt_MultiTexCoord0;
}
"
mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
}
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