shadereffects.qml Example File
shadereffects/shadereffects.qml/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 import QtQml.Models 2.1 import "content" Rectangle { id: root width: 320 height: 480 property color col: "lightsteelblue" gradient: Gradient { GradientStop { position: 0.0; color: Qt.tint(root.col, "#20FFFFFF") } GradientStop { position: 0.1; color: Qt.tint(root.col, "#20AAAAAA") } GradientStop { position: 0.9; color: Qt.tint(root.col, "#20666666") } GradientStop { position: 1.0; color: Qt.tint(root.col, "#20000000") } } ShaderEffectSource { id: theSource sourceItem: theItem } 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: 2 Item { id: theItem width: 160 height: 160 ListView { anchors.centerIn: parent width: 160 height: 140 clip: true snapMode: ListView.SnapOneItem model: ObjectModel { 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" } Image { width: 160 height: 140 source: "content/face-smile.png" } } } } ShaderEffect { width: 160 height: 160 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: 160 height: 160 property variant source: theSource property variant shadow: ShaderEffectSource { sourceItem: ShaderEffect { width: theItem.width height: theItem.height property variant delta: Qt.size(0.0, 1.0 / height) property variant source: ShaderEffectSource { 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: 160 height: 160 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); mediump vec4 gx = (tl + bl) - (tr + br); mediump 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: 160 height: 160 property variant source: theSource property color tint: root.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: 160 height: 160 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 } } mesh: Qt.size(10, 10) 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 } } } }
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