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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the examples 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 1.0
+import Qt.labs.shaders 1.0
+
+ShaderEffectItem {
+ anchors.fill: parent
+ property variant source
+ meshResolution: Qt.size(50, 50)
+
+ property real topWidth: width / 2
+ property real bottomWidth: width / 2
+ property real originalWidth: width
+ property real originalHeight: height
+ property real amplitude: 0.1
+
+ vertexShader: "
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ uniform highp mat4 qt_ModelViewProjectionMatrix;
+ varying highp vec2 qt_TexCoord0;
+ varying lowp float shade;
+
+ uniform highp float topWidth;
+ uniform highp float bottomWidth;
+ uniform highp float originalWidth;
+ uniform highp float originalHeight;
+ uniform highp float amplitude;
+
+ void main() {
+ qt_TexCoord0 = qt_MultiTexCoord0;
+
+ highp vec4 shift = vec4(0, 0, 0, 0);
+ shift.x = qt_Vertex.x * ((originalWidth - topWidth) + (topWidth - bottomWidth) * (qt_Vertex.y / originalHeight)) / originalWidth;
+
+ shade = sin(21.9911486 * qt_Vertex.x / originalWidth);
+ shift.y = amplitude * (originalWidth - topWidth + (topWidth - bottomWidth) * (qt_Vertex.y / originalHeight)) * shade;
+
+ gl_Position = qt_ModelViewProjectionMatrix * (qt_Vertex - shift);
+
+ shade = 0.2 * (2.0 - shade ) * (1.0 - (bottomWidth + (topWidth - bottomWidth) * (1.0 - qt_Vertex.y / originalHeight)) / originalWidth);
+ }
+ "
+
+ fragmentShader: "
+ uniform sampler2D source;
+ varying highp vec2 qt_TexCoord0;
+ varying lowp float shade;
+ void main() {
+ highp vec4 color = texture2D(source, qt_TexCoord0);
+ color.rgb *= 1.0 - shade;
+ gl_FragColor = color;
+ }
+ "
+}
+
+
+