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-rw-r--r--examples/animatedbackground/Swirl.qml63
1 files changed, 63 insertions, 0 deletions
diff --git a/examples/animatedbackground/Swirl.qml b/examples/animatedbackground/Swirl.qml
new file mode 100644
index 0000000..2c6f32e
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+++ b/examples/animatedbackground/Swirl.qml
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+ import QtQuick 2.0
+
+ShaderEffectItem {
+ id: shader
+
+ width: parent.width
+ height: 100
+
+ 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; loops: Animation.Infinite }
+ property real ty
+ NumberAnimation on ty { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000; loops: Animation.Infinite }
+ property real tz
+ NumberAnimation on tz { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000; loops: Animation.Infinite }
+ property real tw
+ NumberAnimation on tw { from: 0; to: Math.PI * 2; duration: (Math.random() * 30 + 30) * 1000; loops: Animation.Infinite }
+
+ property real amplitude: height / 2
+
+ property variant colorTable
+
+ fragmentShader: "
+ uniform lowp float qt_Opacity;
+ uniform lowp sampler2D colorTable;
+ varying highp vec2 qt_TexCoord0;
+
+ void main() {
+ gl_FragColor = texture2D(colorTable, qt_TexCoord0) * 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_ModelViewProjectionMatrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 qt_TexCoord0;
+
+ void main() {
+ highp vec4 pos = qt_Vertex;
+
+ highp float y1 = sin(tx + d.x * qt_MultiTexCoord0.x * 17. + 2. * d.y) + sin(ty + d.z * qt_MultiTexCoord0.x * 11. + 5. * d.w);
+ highp float y2 = sin(tz + d.w * qt_MultiTexCoord0.x * 7. + 3. * d.z) + sin(tw + d.y * qt_MultiTexCoord0.x * 19. + 3. * d.x);
+
+ pos.y += mix(y1, y2, qt_MultiTexCoord0.y) * amplitude * 0.5;
+
+ gl_Position = qt_ModelViewProjectionMatrix * pos;
+ qt_TexCoord0 = qt_MultiTexCoord0;
+ }
+ "
+
+ mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
+
+}