/**************************************************************************** ** ** 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; } " }