summaryrefslogtreecommitdiffstats
path: root/examples/demos/tweetsearch/content/FlipBar.qml
diff options
context:
space:
mode:
Diffstat (limited to 'examples/demos/tweetsearch/content/FlipBar.qml')
-rw-r--r--examples/demos/tweetsearch/content/FlipBar.qml44
1 files changed, 4 insertions, 40 deletions
diff --git a/examples/demos/tweetsearch/content/FlipBar.qml b/examples/demos/tweetsearch/content/FlipBar.qml
index 608f5cc08..04ac8d4f1 100644
--- a/examples/demos/tweetsearch/content/FlipBar.qml
+++ b/examples/demos/tweetsearch/content/FlipBar.qml
@@ -89,7 +89,7 @@ Item {
effect.visible = true;
effect.sourceA = effect.source1
effect.sourceB = effect.source2
- if (start == undefined)
+ if (start === undefined)
start = 1.0;
deltaAnim.from = start;
deltaAnim.to = 0.0
@@ -101,7 +101,7 @@ Item {
effect.visible = true;
effect.sourceA = effect.source1
effect.sourceB = effect.source2
- if (start == undefined)
+ if (start === undefined)
start = 0.0;
deltaAnim.from = start;
deltaAnim.to = 1.0
@@ -139,45 +139,9 @@ Item {
hideSource: effect.visible
}
- fragmentShader: "
- uniform lowp float qt_Opacity;
- uniform sampler2D sourceA;
- uniform sampler2D sourceB;
- uniform highp float delta;
- varying highp vec2 qt_TexCoord0;
- void main() {
- highp vec4 tex = vec4(qt_TexCoord0.x, qt_TexCoord0.y * 2.0, qt_TexCoord0.x, (qt_TexCoord0.y-0.5) * 2.0);
- highp float shade = clamp(delta*2.0, 0.5, 1.0);
- highp vec4 col;
- if (qt_TexCoord0.y < 0.5) {
- col = texture2D(sourceA, tex.xy) * (shade);
- } else {
- col = texture2D(sourceB, tex.zw) * (1.5 - shade);
- col.w = 1.0;
- }
- gl_FragColor = col * qt_Opacity;
- }
- "
+ fragmentShader: "shaders/effect.frag.qsb"
property real h: height
- vertexShader: "
- uniform highp float delta;
- uniform highp float factor;
- uniform highp float h;
- uniform highp mat4 qt_Matrix;
- attribute highp vec4 qt_Vertex;
- attribute highp vec2 qt_MultiTexCoord0;
- varying highp vec2 qt_TexCoord0;
- void main() {
- highp vec4 pos = qt_Vertex;
- if (qt_MultiTexCoord0.y == 0.0)
- pos.x += factor * (1. - delta) * (qt_MultiTexCoord0.x * -2.0 + 1.0);
- else if (qt_MultiTexCoord0.y == 1.0)
- pos.x += factor * (delta) * (qt_MultiTexCoord0.x * -2.0 + 1.0);
- else
- pos.y = delta * h;
- gl_Position = qt_Matrix * pos;
- qt_TexCoord0 = qt_MultiTexCoord0;
- }"
+ vertexShader: "shaders/effect.vert.qsb"
}
}