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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 2.1

ShaderEffect {
    property real time
    NumberAnimation on time {
        loops: Animation.Infinite
        duration: 1000
        from: 30
        to: 200
    }
    vertexShader: "
        uniform highp mat4 qt_Matrix;
        attribute highp vec4 qt_Vertex;
        attribute highp vec2 qt_MultiTexCoord0;
        varying highp vec2 coord;
        void main() {
            coord = qt_MultiTexCoord0;
            gl_Position = qt_Matrix * qt_Vertex;
        }"
    fragmentShader: "
        varying highp vec2 coord;
        uniform lowp float qt_Opacity;
        uniform highp float time;
        uniform lowp float width;
        uniform lowp float height;

        vec3 mod289(vec3 x) {
            return x - floor(x * (1.0 / 289.0)) * 289.0;
        }
        vec2 mod289(vec2 x) {
            return x - floor(x * (1.0 / 289.0)) * 289.0;
        }
        vec3 permute(vec3 x) {
            return mod289(((x*34.0)+1.0)*x);
        }
        float snoise(vec2 v)
        {
            const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
                                0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
                               -0.577350269189626,  // -1.0 + 2.0 * C.x
                                0.024390243902439); // 1.0 / 41.0
            // First corner
            vec2 i  = floor(v + dot(v, C.yy) );
            vec2 x0 = v -   i + dot(i, C.xx);

            // Other corners
            vec2 i1;
            //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
            //i1.y = 1.0 - i1.x;
            i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
            // x0 = x0 - 0.0 + 0.0 * C.xx ;
            // x1 = x0 - i1 + 1.0 * C.xx ;
            // x2 = x0 - 1.0 + 2.0 * C.xx ;
            vec4 x12 = x0.xyxy + C.xxzz;
            x12.xy -= i1;

            // Permutations
            i = mod289(i); // Avoid truncation effects in permutation
            vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
            + i.x + vec3(0.0, i1.x, 1.0 ));

            vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
            m = m*m ;
            m = m*m ;

            // Gradients: 41 points uniformly over a line, mapped onto a diamond.
            // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
            vec3 x = 2.0 * fract(p * C.www) - 1.0;
            vec3 h = abs(x) - 0.5;
            vec3 ox = floor(x + 0.5);
            vec3 a0 = x - ox;

            // Normalise gradients implicitly by scaling m
            // Approximation of: m *= inversesqrt( a0*a0 + h*h );
            m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );

            // Compute final noise value at P
            vec3 g;
            g.x  = a0.x  * x0.x  + h.x  * x0.y;
            g.yz = a0.yz * x12.xz + h.yz * x12.yw;
            return 130.0 * dot(m, g);
        }

        void main() {
            float n = snoise((coord + vec2(mod(time, 12.12), 0.0)) * (vec2(width, height) / 5.0));
            n = n * 0.6 + 0.4;
            gl_FragColor = vec4(n, n, n, 1.0) * qt_Opacity;
        }"
}