import QtQuick 2.0
import "content"
-Image {
+Rectangle {
width: 320
height: 480
/*!
This example demonstrates a couple of visual effects that you can perform
with shaders in QtQuick 2.0
*/
- source: "../snake/content/pics/background.png"
-
- Flickable {
- anchors.fill: parent
- contentWidth: 640
- contentHeight: 360
+ property color col: "lightsteelblue"
+ gradient: Gradient {
+ GradientStop { position: 0.0; color: Qt.tint(col, "#20FFFFFF") }
+ GradientStop { position: 0.1; color: Qt.tint(col, "#20AAAAAA") }
+ GradientStop { position: 0.9; color: Qt.tint(col, "#20666666") }
+ GradientStop { position: 1.0; color: Qt.tint(col, "#20000000") }
+ }
- ShaderEffectSource {
- id: theSource
- sourceItem: theItem
- smooth: true
- }
+ ShaderEffectSource {
+ id: theSource
+ sourceItem: theItem
+ smooth: true
+ }
- function saturate(x) {
- return Math.min(Math.max(x, 0), 1)
- }
+ 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)))
- }
+ 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
+ Grid {
+ anchors.centerIn: parent
+ columns: 2
- 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
- }
+ Item {
+ id: theItem
+ width: 160
+ height: 160
+ 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: 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: 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;
- }"
- }
+ }
+ ShaderEffect {
+ width: 160
+ height: 160
+ 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
+ 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;
+ }"
}
}
- 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;
- }"
+ 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 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: 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);
+ 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: 160
+ height: 160
+ 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
- }
+ }
+ ShaderEffect {
+ width: 160
+ height: 160
+ 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
}
}
}