From 15849d78b7cca848b87badcfee33db1db70b8b52 Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Tue, 28 Jun 2016 17:12:09 +0200 Subject: Migrate shadereffects example to be cross-backend ...while demonstrating best practices like file selectors. Task-number: QTBUG-52914 Change-Id: Ibf7bca77b7b142f5ccb956e05efc5be974d53c79 Reviewed-by: Andy Nichols --- examples/quick/shadereffects/shadereffects.qml | 102 ++----------------------- 1 file changed, 8 insertions(+), 94 deletions(-) (limited to 'examples/quick/shadereffects/shadereffects.qml') diff --git a/examples/quick/shadereffects/shadereffects.qml b/examples/quick/shadereffects/shadereffects.qml index 926394ed0f..0c24a7bbf2 100644 --- a/examples/quick/shadereffects/shadereffects.qml +++ b/examples/quick/shadereffects/shadereffects.qml @@ -101,7 +101,7 @@ Rectangle { height: 140 horizontalAlignment: Text.AlignHCenter verticalAlignment: Text.AlignVCenter - font.pixelSize: 120 + font.pixelSize: 118 font.family: "Times" color: "blue" text: "Qt" @@ -128,17 +128,7 @@ Rectangle { property real time: 0 NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 } //! [fragment] - 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;" + - "}" + fragmentShader: "qrc:shadereffects/content/shaders/wobble.frag" //! [fragment] Slider { id: wobbleSlider @@ -163,32 +153,10 @@ Rectangle { 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: "qrc:shadereffects/content/shaders/blur.frag" } } - 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: "qrc:shadereffects/content/shaders/blur.frag" } } property real angle: 0 @@ -196,19 +164,7 @@ Rectangle { 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; - }" + fragmentShader: "qrc:shadereffects/content/shaders/shadow.frag" Slider { id: shadowSlider anchors.left: parent.left @@ -222,38 +178,14 @@ Rectangle { height: 160 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); - mediump vec4 gx = (tl + bl) - (tr + br); - mediump 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; - }" + fragmentShader: "qrc:shadereffects/content/shaders/outline.frag" } ShaderEffect { width: 160 height: 160 property variant source: theSource property color tint: root.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); - }" + fragmentShader: "qrc:shadereffects/content/shaders/colorize.frag" Slider { id: colorizeSlider anchors.left: parent.left @@ -288,25 +220,7 @@ Rectangle { //! [properties] //! [vertex] mesh: Qt.size(10, 10) - 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; - }" + vertexShader: "qrc:shadereffects/content/shaders/genie.vert" //! [vertex] Slider { id: genieSlider -- cgit v1.2.3