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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 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 Digia Plc 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 {
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;
}
"
}
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