/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt Mobility Components. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.1 import QtQuick.Window 2.1 Effect { parameters: ListModel { ListElement { name: "Amplitude" value: 0.5 } ListElement { name: "Frequency" value: 0.5 } onDataChanged: updateParameters() } function updateParameters() { amplitude = parameters.get(0).value * 0.03; n = parameters.get(1).value * 7; } // Transform slider values, and bind result to shader uniforms property real amplitude: 0.5 * 0.03 property real n: 0.5 * 7 property real pixDens: Screen.pixelDensity property real time: 0 NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 } fragmentShaderFilename: "ripple.fsh" }