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authorAlan Alpert <alan.alpert@nokia.com>2012-02-20 10:34:44 +1000
committerQt by Nokia <qt-info@nokia.com>2012-02-24 10:24:58 +0100
commit9d2b618fa022daeabd45e57aa1596197db883037 (patch)
tree90536e9fc088d734439921dde304b49fe7f38df0 /examples/declarative/shadereffects/shadereffects.qml
parent91d543f00904a6caa2fab850ff3eca12de2d65ac (diff)
Start of examples refactor
This is the general reorg of the examples directory structure, plus additional guidelines. calculator, animations and accessibility have been updated to the new standards and tested, as an example. Task-number: QTBUG-24133 Change-Id: I76c3b86751d3195ba2a5474ff23afb875765e9a4 Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
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-/****************************************************************************
-**
-** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/
-**
-** This file is part of the Declarative module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** This file may be used under the terms of the GNU Lesser General Public
-** License version 2.1 as published by the Free Software Foundation and
-** appearing in the file LICENSE.LGPL included in the packaging of this
-** file. Please review the following information to ensure the GNU Lesser
-** General Public License version 2.1 requirements will be met:
-** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain additional
-** rights. These rights are described in the Nokia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import QtQuick 2.0
-import "content"
-
-Image {
- width: 640
- height: 360
- source: "../snake/content/pics/background.png"
-
- ShaderEffectSource {
- id: theSource
- sourceItem: theItem
- smooth: true
- }
-
- function saturate(x) {
- return Math.min(Math.max(x, 0), 1)
- }
-
- function sliderToColor(x) {
- return Qt.rgba(saturate(Math.max(2 - 6 * x, 6 * x - 4)),
- saturate(Math.min(6 * x, 4 - 6 * x)),
- saturate(Math.min(6 * x - 2, 6 - 6 * x)))
- }
-
- Grid {
- anchors.centerIn: parent
- columns: 3
-
- Item {
- id: theItem
- width: 180
- height: 180
- ListView {
- anchors.centerIn: parent
- width: 160
- height: 140
- clip: true
- snapMode: ListView.SnapOneItem
- model: VisualItemModel {
- Text {
- width: 160
- height: 140
- horizontalAlignment: Text.AlignHCenter
- verticalAlignment: Text.AlignVCenter
- font.pixelSize: 120
- font.family: "Times"
- color: "blue"
- text: "Qt"
- }
- Image {
- width: 160
- height: 140
- source: "content/qt-logo.png"
- smooth: true
- }
- Image {
- width: 160
- height: 140
- source: "content/face-smile.png"
- smooth: true
- }
- }
- }
- }
- ShaderEffect {
- width: 180
- height: 180
- property variant source: theSource
- property real amplitude: 0.04 * wobbleSlider.value
- property real frequency: 20
- property real time: 0
- NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
- fragmentShader:
- "uniform lowp float qt_Opacity;" +
- "uniform highp float amplitude;" +
- "uniform highp float frequency;" +
- "uniform highp float time;" +
- "uniform sampler2D source;" +
- "varying highp vec2 qt_TexCoord0;" +
- "void main() {" +
- " highp vec2 p = sin(time + frequency * qt_TexCoord0);" +
- " gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" +
- "}"
- Slider {
- id: wobbleSlider
- anchors.left: parent.left
- anchors.right: parent.right
- anchors.bottom: parent.bottom
- height: 40
- }
- }
- ShaderEffect {
- width: 180
- height: 180
- property variant source: theSource
- property variant shadow: ShaderEffectSource {
- smooth: true
- sourceItem: ShaderEffect {
- width: theItem.width
- height: theItem.height
- property variant delta: Qt.size(0.0, 1.0 / height)
- property variant source: ShaderEffectSource {
- smooth: true
- sourceItem: ShaderEffect {
- width: theItem.width
- height: theItem.height
- property variant delta: Qt.size(1.0 / width, 0.0)
- property variant source: theSource
- fragmentShader: "
- uniform lowp float qt_Opacity;
- uniform sampler2D source;
- uniform highp vec2 delta;
- varying highp vec2 qt_TexCoord0;
- void main() {
- gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
- + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
- + 0.2466 * texture2D(source, qt_TexCoord0)
- + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
- + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
- }"
- }
- }
- fragmentShader: "
- uniform lowp float qt_Opacity;
- uniform sampler2D source;
- uniform highp vec2 delta;
- varying highp vec2 qt_TexCoord0;
- void main() {
- gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta)
- + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta)
- + 0.2466 * texture2D(source, qt_TexCoord0)
- + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta)
- + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity;
- }"
- }
- }
- property real angle: 0
- property variant offset: Qt.point(15.0 * Math.cos(angle), 15.0 * Math.sin(angle))
- NumberAnimation on angle { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 6000 }
- property variant delta: Qt.size(offset.x / width, offset.y / height)
- property real darkness: shadowSlider.value
- fragmentShader: "
- uniform lowp float qt_Opacity;
- uniform highp vec2 offset;
- uniform sampler2D source;
- uniform sampler2D shadow;
- uniform highp float darkness;
- uniform highp vec2 delta;
- varying highp vec2 qt_TexCoord0;
- void main() {
- lowp vec4 fg = texture2D(source, qt_TexCoord0);
- lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta);
- gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity;
- }"
- Slider {
- id: shadowSlider
- anchors.left: parent.left
- anchors.right: parent.right
- anchors.bottom: parent.bottom
- height: 40
- }
- }
- ShaderEffect {
- width: 180
- height: 180
- property variant source: theSource
- property variant delta: Qt.size(0.5 / width, 0.5 / height)
- fragmentShader: "
- uniform sampler2D source;
- uniform highp vec2 delta;
- uniform highp float qt_Opacity;
- varying highp vec2 qt_TexCoord0;
- void main() {
- lowp vec4 tl = texture2D(source, qt_TexCoord0 - delta);
- lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y));
- lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y));
- lowp vec4 br = texture2D(source, qt_TexCoord0 + delta);
- lowp vec4 gx = (tl + bl) - (tr + br);
- lowp vec4 gy = (tl + tr) - (bl + br);
- gl_FragColor.xyz = vec3(0.);
- gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity;
- }"
- }
- ShaderEffect {
- width: 180
- height: 180
- property variant source: theSource
- property color tint: sliderToColor(colorizeSlider.value)
- fragmentShader: "
- uniform sampler2D source;
- uniform lowp vec4 tint;
- uniform lowp float qt_Opacity;
- varying highp vec2 qt_TexCoord0;
- void main() {
- lowp vec4 c = texture2D(source, qt_TexCoord0);
- lowp float lo = min(min(c.x, c.y), c.z);
- lowp float hi = max(max(c.x, c.y), c.z);
- gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w);
- }"
- Slider {
- id: colorizeSlider
- anchors.left: parent.left
- anchors.right: parent.right
- anchors.bottom: parent.bottom
- height: 40
- }
- }
- ShaderEffect {
- width: 180
- height: 180
- mesh: Qt.size(10, 10)
- property variant source: theSource
- property real bend: 0
- property real minimize: 0
- property real side: genieSlider.value
- SequentialAnimation on bend {
- loops: Animation.Infinite
- NumberAnimation { to: 1; duration: 700; easing.type: Easing.InOutSine }
- PauseAnimation { duration: 1600 }
- NumberAnimation { to: 0; duration: 700; easing.type: Easing.InOutSine }
- PauseAnimation { duration: 1000 }
- }
- SequentialAnimation on minimize {
- loops: Animation.Infinite
- PauseAnimation { duration: 300 }
- NumberAnimation { to: 1; duration: 700; easing.type: Easing.InOutSine }
- PauseAnimation { duration: 1000 }
- NumberAnimation { to: 0; duration: 700; easing.type: Easing.InOutSine }
- PauseAnimation { duration: 1300 }
- }
- vertexShader: "
- uniform highp mat4 qt_Matrix;
- uniform highp float bend;
- uniform highp float minimize;
- uniform highp float side;
- uniform highp float width;
- uniform highp float height;
- attribute highp vec4 qt_Vertex;
- attribute highp vec2 qt_MultiTexCoord0;
- varying highp vec2 qt_TexCoord0;
- void main() {
- qt_TexCoord0 = qt_MultiTexCoord0;
- highp vec4 pos = qt_Vertex;
- pos.y = mix(qt_Vertex.y, height, minimize);
- highp float t = pos.y / height;
- t = (3. - 2. * t) * t * t;
- pos.x = mix(qt_Vertex.x, side * width, t * bend);
- gl_Position = qt_Matrix * pos;
- }"
- Slider {
- id: genieSlider
- anchors.left: parent.left
- anchors.right: parent.right
- anchors.bottom: parent.bottom
- height: 40
- }
- }
- }
-}