/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt3D examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 1.0 import Qt3D 1.0 Viewport { width: 640; height: 480 TutorialTeapot { effect: program } ShaderProgram { id: program texture: "textures/qtlogo.png" property real textureOffsetX : 1.0 NumberAnimation on textureOffsetX { running: true; loops: Animation.Infinite from: 0.0; to: 1.0; duration: 1000 } property string texture2: "textures/basket.jpg" property real interpolationFactor : 1.0 SequentialAnimation on interpolationFactor { running: true; loops: Animation.Infinite NumberAnimation { from: 0.0; to: 1.0; duration: 2000 } PauseAnimation { duration: 500 } NumberAnimation { from: 1.0; to: 0.0; duration: 2000 } PauseAnimation { duration: 500 } } vertexShader: " attribute highp vec4 qt_Vertex; uniform mediump mat4 qt_ModelViewProjectionMatrix; attribute highp vec4 qt_MultiTexCoord0; uniform mediump float textureOffsetX; varying mediump vec4 texCoord; void main(void) { gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; texCoord.st = vec2(-qt_MultiTexCoord0.s - textureOffsetX, -qt_MultiTexCoord0.t); texCoord.pq = vec2(-qt_MultiTexCoord0.s + textureOffsetX, -qt_MultiTexCoord0.t); } " fragmentShader: " varying highp vec4 texCoord; uniform sampler2D qt_Texture0; uniform sampler2D texture2; uniform mediump float interpolationFactor; void main(void) { mediump vec4 texture1Color = texture2D(qt_Texture0, texCoord.st); mediump vec4 texture2Color = texture2D(texture2, texCoord.pq); mediump vec4 textureColor = mix(texture1Color, texture2Color, interpolationFactor); gl_FragColor = textureColor; } " } }