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Diffstat (limited to 'examples/declarative/shadereffects/shadereffects.qml')
-rw-r--r-- | examples/declarative/shadereffects/shadereffects.qml | 300 |
1 files changed, 0 insertions, 300 deletions
diff --git a/examples/declarative/shadereffects/shadereffects.qml b/examples/declarative/shadereffects/shadereffects.qml deleted file mode 100644 index 842e42b89f..0000000000 --- a/examples/declarative/shadereffects/shadereffects.qml +++ /dev/null @@ -1,300 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). -** Contact: http://www.qt-project.org/ -** -** This file is part of the Declarative module 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 2.0 -import "content" - -Image { - width: 640 - height: 360 - source: "../snake/content/pics/background.png" - - ShaderEffectSource { - id: theSource - sourceItem: theItem - smooth: true - } - - function saturate(x) { - return Math.min(Math.max(x, 0), 1) - } - - function sliderToColor(x) { - return Qt.rgba(saturate(Math.max(2 - 6 * x, 6 * x - 4)), - saturate(Math.min(6 * x, 4 - 6 * x)), - saturate(Math.min(6 * x - 2, 6 - 6 * x))) - } - - Grid { - anchors.centerIn: parent - columns: 3 - - Item { - id: theItem - width: 180 - height: 180 - ListView { - anchors.centerIn: parent - width: 160 - height: 140 - clip: true - snapMode: ListView.SnapOneItem - model: VisualItemModel { - Text { - width: 160 - height: 140 - horizontalAlignment: Text.AlignHCenter - verticalAlignment: Text.AlignVCenter - font.pixelSize: 120 - font.family: "Times" - color: "blue" - text: "Qt" - } - Image { - width: 160 - height: 140 - source: "content/qt-logo.png" - smooth: true - } - Image { - width: 160 - height: 140 - source: "content/face-smile.png" - smooth: true - } - } - } - } - ShaderEffect { - width: 180 - height: 180 - property variant source: theSource - property real amplitude: 0.04 * wobbleSlider.value - property real frequency: 20 - property real time: 0 - NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 } - fragmentShader: - "uniform lowp float qt_Opacity;" + - "uniform highp float amplitude;" + - "uniform highp float frequency;" + - "uniform highp float time;" + - "uniform sampler2D source;" + - "varying highp vec2 qt_TexCoord0;" + - "void main() {" + - " highp vec2 p = sin(time + frequency * qt_TexCoord0);" + - " gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" + - "}" - Slider { - id: wobbleSlider - anchors.left: parent.left - anchors.right: parent.right - anchors.bottom: parent.bottom - height: 40 - } - } - ShaderEffect { - width: 180 - height: 180 - property variant source: theSource - property variant shadow: ShaderEffectSource { - smooth: true - sourceItem: ShaderEffect { - width: theItem.width - height: theItem.height - property variant delta: Qt.size(0.0, 1.0 / height) - property variant source: ShaderEffectSource { - smooth: true - sourceItem: ShaderEffect { - width: theItem.width - height: theItem.height - property variant delta: Qt.size(1.0 / width, 0.0) - property variant source: theSource - fragmentShader: " - uniform lowp float qt_Opacity; - uniform sampler2D source; - uniform highp vec2 delta; - varying highp vec2 qt_TexCoord0; - void main() { - gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta) - + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta) - + 0.2466 * texture2D(source, qt_TexCoord0) - + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta) - + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity; - }" - } - } - fragmentShader: " - uniform lowp float qt_Opacity; - uniform sampler2D source; - uniform highp vec2 delta; - varying highp vec2 qt_TexCoord0; - void main() { - gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta) - + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta) - + 0.2466 * texture2D(source, qt_TexCoord0) - + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta) - + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity; - }" - } - } - property real angle: 0 - property variant offset: Qt.point(15.0 * Math.cos(angle), 15.0 * Math.sin(angle)) - NumberAnimation on angle { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 6000 } - property variant delta: Qt.size(offset.x / width, offset.y / height) - property real darkness: shadowSlider.value - fragmentShader: " - uniform lowp float qt_Opacity; - uniform highp vec2 offset; - uniform sampler2D source; - uniform sampler2D shadow; - uniform highp float darkness; - uniform highp vec2 delta; - varying highp vec2 qt_TexCoord0; - void main() { - lowp vec4 fg = texture2D(source, qt_TexCoord0); - lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta); - gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity; - }" - Slider { - id: shadowSlider - anchors.left: parent.left - anchors.right: parent.right - anchors.bottom: parent.bottom - height: 40 - } - } - ShaderEffect { - width: 180 - height: 180 - property variant source: theSource - property variant delta: Qt.size(0.5 / width, 0.5 / height) - fragmentShader: " - uniform sampler2D source; - uniform highp vec2 delta; - uniform highp float qt_Opacity; - varying highp vec2 qt_TexCoord0; - void main() { - lowp vec4 tl = texture2D(source, qt_TexCoord0 - delta); - lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y)); - lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y)); - lowp vec4 br = texture2D(source, qt_TexCoord0 + delta); - lowp vec4 gx = (tl + bl) - (tr + br); - lowp vec4 gy = (tl + tr) - (bl + br); - gl_FragColor.xyz = vec3(0.); - gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity; - }" - } - ShaderEffect { - width: 180 - height: 180 - property variant source: theSource - property color tint: sliderToColor(colorizeSlider.value) - fragmentShader: " - uniform sampler2D source; - uniform lowp vec4 tint; - uniform lowp float qt_Opacity; - varying highp vec2 qt_TexCoord0; - void main() { - lowp vec4 c = texture2D(source, qt_TexCoord0); - lowp float lo = min(min(c.x, c.y), c.z); - lowp float hi = max(max(c.x, c.y), c.z); - gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w); - }" - Slider { - id: colorizeSlider - anchors.left: parent.left - anchors.right: parent.right - anchors.bottom: parent.bottom - height: 40 - } - } - ShaderEffect { - width: 180 - height: 180 - mesh: Qt.size(10, 10) - property variant source: theSource - property real bend: 0 - property real minimize: 0 - property real side: genieSlider.value - SequentialAnimation on bend { - loops: Animation.Infinite - NumberAnimation { to: 1; duration: 700; easing.type: Easing.InOutSine } - PauseAnimation { duration: 1600 } - NumberAnimation { to: 0; duration: 700; easing.type: Easing.InOutSine } - PauseAnimation { duration: 1000 } - } - SequentialAnimation on minimize { - loops: Animation.Infinite - PauseAnimation { duration: 300 } - NumberAnimation { to: 1; duration: 700; easing.type: Easing.InOutSine } - PauseAnimation { duration: 1000 } - NumberAnimation { to: 0; duration: 700; easing.type: Easing.InOutSine } - PauseAnimation { duration: 1300 } - } - vertexShader: " - uniform highp mat4 qt_Matrix; - uniform highp float bend; - uniform highp float minimize; - uniform highp float side; - uniform highp float width; - uniform highp float height; - attribute highp vec4 qt_Vertex; - attribute highp vec2 qt_MultiTexCoord0; - varying highp vec2 qt_TexCoord0; - void main() { - qt_TexCoord0 = qt_MultiTexCoord0; - highp vec4 pos = qt_Vertex; - pos.y = mix(qt_Vertex.y, height, minimize); - highp float t = pos.y / height; - t = (3. - 2. * t) * t * t; - pos.x = mix(qt_Vertex.x, side * width, t * bend); - gl_Position = qt_Matrix * pos; - }" - Slider { - id: genieSlider - anchors.left: parent.left - anchors.right: parent.right - anchors.bottom: parent.bottom - height: 40 - } - } - } -} |