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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 QtQuick 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: 320
+ height: 480
+/*!
+ \title QML Examples - Shader Effects
+ \example declarative/shadereffects
+ \image qml-shadereffects-example.png
+ \brief This is a shader effects example
+
+ This example demonstrates a couple of visual effects that you can perform
+ with shaders in QtQuick 2.0
+*/
+ source: "../snake/content/pics/background.png"
+
+ Flickable {
+ anchors.fill: parent
+ contentWidth: 640
+ contentHeight: 360
+
+ 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
+ }
+ }
+ }
+ }
+}