RadialWaveEffect.qml Example Filedeclarative/shadereffects/qml/RadialWaveEffect.qml/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the examples 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 1.0 import Qt.labs.shaders 1.0 ShaderEffectItem { id: effect property real wave: 0.3 property real waveOriginX: 0.5 property real waveOriginY: 0.5 property real waveWidth: 0.01 property real aspectRatio: width/height property variant source: 0 fragmentShader: " varying mediump vec2 qt_TexCoord0; uniform sampler2D source; uniform highp float wave; uniform highp float waveWidth; uniform highp float waveOriginX; uniform highp float waveOriginY; uniform highp float aspectRatio; void main(void) { mediump vec2 texCoord2 = qt_TexCoord0; mediump vec2 origin = vec2(waveOriginX, (1.0 - waveOriginY) / aspectRatio); highp float fragmentDistance = distance(vec2(texCoord2.s, texCoord2.t / aspectRatio), origin); highp float waveLength = waveWidth + fragmentDistance * 0.25; if ( fragmentDistance > wave && fragmentDistance < wave + waveLength) { highp float distanceFromWaveEdge = min(abs(wave - fragmentDistance), abs(wave + waveLength - fragmentDistance)); texCoord2 += sin(1.57075 * distanceFromWaveEdge / waveLength) * distanceFromWaveEdge * 0.08 / fragmentDistance; } gl_FragColor = texture2D(source, texCoord2.st); } " } © 2008-2011 Nokia Corporation and/or its subsidiaries. Nokia, Qt and their respective logos are trademarks of Nokia Corporation in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. Privacy Policy Licensees holding valid Qt Commercial licenses may use this document in accordance with the Qt Commercial License Agreement provided with the Software or, alternatively, in accordance with the terms contained in a written agreement between you and Nokia. Alternatively, this document may be used under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. |