/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 Nokia Corporation and its Subsidiary(-ies) 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 1.0 import Qt.labs.shaders 1.0 ShaderEffectItem { id: effect property real wave: 0.3 property real waveOriginX: 0.5 property real waveOriginY: 0.5 property real waveWidth: 0.01 property real aspectRatio: width/height property variant source: 0 fragmentShader: " varying mediump vec2 qt_TexCoord0; uniform sampler2D source; uniform highp float wave; uniform highp float waveWidth; uniform highp float waveOriginX; uniform highp float waveOriginY; uniform highp float aspectRatio; void main(void) { mediump vec2 texCoord2 = qt_TexCoord0; mediump vec2 origin = vec2(waveOriginX, (1.0 - waveOriginY) / aspectRatio); highp float fragmentDistance = distance(vec2(texCoord2.s, texCoord2.t / aspectRatio), origin); highp float waveLength = waveWidth + fragmentDistance * 0.25; if ( fragmentDistance > wave && fragmentDistance < wave + waveLength) { highp float distanceFromWaveEdge = min(abs(wave - fragmentDistance), abs(wave + waveLength - fragmentDistance)); texCoord2 += sin(1.57075 * distanceFromWaveEdge / waveLength) * distanceFromWaveEdge * 0.08 / fragmentDistance; } gl_FragColor = texture2D(source, texCoord2.st); } " }