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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QML Shaders plugin of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/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 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, Digia gives you certain additional
** rights. These rights are described in the Digia 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.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 1.0
import Qt.labs.shaders 1.0
Rectangle {
anchors.fill: parent;
color: "red"
Timer {
running: true
interval: 2000
repeat: true
onTriggered: {
effect.meshResolution.width == 1 ? effect.meshResolution = Qt.size(40,40) : effect.meshResolution = Qt.size(1,1)
}
}
Rectangle {
id: thesource
anchors.centerIn: parent;
color: "green"
width: parent.width
height: parent.height
Image {
anchors.centerIn: parent;
source: "image_opaque.png"
}
}
ShaderEffectItem {
id: effect
anchors.fill: thesource;
property variant source: ShaderEffectSource { sourceItem: thesource }
vertexShader: "
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_ModelViewProjectionMatrix;
varying highp vec2 qt_TexCoord0;
void main() {
qt_TexCoord0 = qt_MultiTexCoord0;
highp vec4 shift = vec4(cos(1071. * qt_MultiTexCoord0.x + 1.0) + sin(2051. * qt_MultiTexCoord0.y + 1.0),
cos(1131. * qt_MultiTexCoord0.x + 1.0) + sin(3039. * qt_MultiTexCoord0.x + 1.0), 0, 0) * 3.0;
if (qt_MultiTexCoord0.x < 0.01 || qt_MultiTexCoord0.x > 0.99)
shift.x = 0.;
if (qt_MultiTexCoord0.y < 0.01 || qt_MultiTexCoord0.y > 0.99)
shift.y = 0.;
gl_Position = qt_ModelViewProjectionMatrix * (qt_Vertex + shift);
}
"
}
Rectangle {
width: parent.width
height: 40
color: "#cc000000"
Text {
id: label
anchors.centerIn: parent
text: effect.meshResolution.width == 1 ? "Resolution (1,1) (image looks normal)" : "Resolution (40,40) (image looks distorted)"
color: "white"
font.bold: true
}
}
}
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