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import QtQuick 1.0
import Qt3D 1.0
import Qt3D.Shapes 1.0
Viewport {
height: 480
width: 640
//camera: Camera { eye: Qt.vector3d(-3, -20, 2) }
Item3D {
mesh: Mesh { source: "lunar-lander.3ds"; options: "ForceFaceted" }
effect: Effect {
color: "#aaca00"
texture: "rusty.png"
decal: true
}
}
Quad {
y: -0.8
transform: [
Rotation3D { axis: Qt.vector3d(1, 0, 0); angle: 90 },
Scale3D { id: scaleFactor; scale: 1.0 }]
effect: flame
SequentialAnimation {
running: true
loops: Animation.Infinite
NumberAnimation { target: scaleFactor; property: "scale"; from: 1.0; to: 0.8; duration: 100 }
PauseAnimation { duration: 100 }
NumberAnimation { target: scaleFactor; property: "scale"; from: 0.8; to: 1.0; duration: 100 }
}
}
ShaderProgram {
id: flame
texture: "flame.png"
property variant texture2 : "flame2.png"
property real interpolationFactor : 1.0
SequentialAnimation on interpolationFactor {
running: true
loops: Animation.Infinite
NumberAnimation { to : 1.0; duration: 750; }
PauseAnimation { duration: 550 }
NumberAnimation { to : 0.0; duration: 750; }
PauseAnimation { duration: 550 }
}
SequentialAnimation on color{
running: true
loops: Animation.Infinite
ColorAnimation {
from: "#aaca00"
to: "#0033ca"
duration: 500
}
ColorAnimation {
from: "#0033ca"
to: "#aaca00"
duration: 500
}
}
vertexShader: "
attribute highp vec4 qt_Vertex;
attribute highp vec4 qt_MultiTexCoord0;
uniform mediump mat4 qt_ModelViewProjectionMatrix;
varying highp vec4 texCoord;
void main(void)
{
gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
texCoord = qt_MultiTexCoord0;
}
"
fragmentShader: "
varying highp vec4 texCoord;
uniform sampler2D qt_Texture0;
uniform sampler2D texture2;
uniform mediump vec4 qt_Color;
uniform mediump float interpolationFactor;
void main(void)
{
mediump vec4 col1 = texture2D(qt_Texture0, texCoord.st);
mediump vec4 col2 = texture2D(texture2, texCoord.st);
gl_FragColor = mix(col1, col2, interpolationFactor);
}
"
}
}
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