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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the demonstration applications 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 The Qt Company Ltd 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
// Use QtQuick 2.8 to get shaderType and the other new properties
import QtQuick 2.8
Item {
Rectangle {
color: "gray"
anchors.margins: 10
anchors.fill: parent
Image {
id: image
source: "qrc:/qt.png"
}
ShaderEffectSource {
id: effectSource
sourceItem: image
hideSource: true
}
ShaderEffect {
width: image.width
height: image.height
anchors.centerIn: parent
property variant source: effectSource
property real amplitude: 0.04 * 0.2
property real frequency: 20
property real time: 0
NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
property string glslFragmentShader:
"uniform sampler2D source;" +
"uniform highp float amplitude;" +
"uniform highp float frequency;" +
"uniform highp float time;" +
"uniform lowp float qt_Opacity;" +
"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;" +
"}"
property string hlslVertexShaderByteCode: "qrc:/vs_wobble.cso"
property string hlslPixelShaderByteCode: "qrc:/ps_wobble.cso"
// This effect does not need a custom vertex shader but have one with HLSL just to test that path as well.
vertexShader: shaderType === ShaderEffect.GLSL ? ""
: (shaderType === ShaderEffect.HLSL ? hlslVertexShaderByteCode : "")
fragmentShader: shaderType === ShaderEffect.GLSL ? glslFragmentShader
: (shaderType === ShaderEffect.HLSL ? hlslPixelShaderByteCode : "")
}
}
}
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