/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the test suite 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 Rectangle { width: 300 height: 300 Text { id: textLabel text: "Hello World" anchors.centerIn: parent font.pixelSize: 48 } ShaderEffectItem { objectName: "effectItem" property variant source: ShaderEffectSource { objectName: "effectSource"; sourceItem: textLabel; hideSource: true } property real wiggleAmount: 0.01 anchors.fill: textLabel SequentialAnimation on wiggleAmount { loops: Animation.Infinite NumberAnimation { to: -0.01; duration: 500 } NumberAnimation { to: 0.01; duration: 500 } } fragmentShader: " varying highp vec2 qt_TexCoord0; uniform sampler2D source; uniform highp float wiggleAmount; void main(void) { highp vec2 wiggledTexCoord = qt_TexCoord0; wiggledTexCoord.s += sin(4.0 * 3.141592653589 * wiggledTexCoord.t) * wiggleAmount; gl_FragColor = texture2D(source, wiggledTexCoord.st); } " } }