shadereffects.qml Example File

shadereffects/shadereffects.qml

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  ** This file is part of the QtQuick module of the Qt Toolkit.
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  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
              }
          }
      }
  }