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/***************************************************************************
**
** This file is part of QML Presentation System **
**
** Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).*
**
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** 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 Nokia Corporation 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."
**
**************************************************************************/
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: "steelblue" } }
fragmentShader: "
uniform lowp float qt_Opacity;
uniform lowp sampler2D colorTable;
varying highp vec2 qt_TexCoord0;
void main() {
gl_FragColor = texture2D(colorTable, qt_TexCoord0);
gl_FragColor.w *= 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;
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_Matrix * pos;
qt_TexCoord0 = qt_MultiTexCoord0;
}
"
mesh: GridMesh { resolution: Qt.size(width / 10, 4) }
}
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