111 lines
3.7 KiB
QML
111 lines
3.7 KiB
QML
|
/*
|
||
|
* Copyright 2013 Sebastian Kügler <sebas@kde.org>
|
||
|
*
|
||
|
* This program is free software; you can redistribute it and/or modify
|
||
|
* it under the terms of the GNU General Public License as published by
|
||
|
* the Free Software Foundation; either version 2 of the License, or
|
||
|
* (at your option) any later version.
|
||
|
*
|
||
|
* This program is distributed in the hope that it will be useful,
|
||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
* GNU General Public License for more details.
|
||
|
*
|
||
|
* You should have received a copy of the GNU General Public License
|
||
|
* along with this program; if not, write to the Free Software
|
||
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 2.010-1301, USA.
|
||
|
*/
|
||
|
|
||
|
import QtQuick 2.0
|
||
|
|
||
|
import org.kde.plasma.core 2.0 as PlasmaCore
|
||
|
import org.kde.plasma.components 2.0 as PlasmaComponents
|
||
|
import org.kde.plasma.extras 2.0 as PlasmaExtras
|
||
|
import org.kde.qtextracomponents 2.0 as QtExtras
|
||
|
|
||
|
// VertexPage
|
||
|
|
||
|
Item {
|
||
|
id: waterRoot
|
||
|
property alias sourceItem: effectsource.sourceItem
|
||
|
property bool waving: true
|
||
|
//anchors.top: parent.bottom
|
||
|
anchors.top: iconCol.bottom
|
||
|
width: sourceItem.width
|
||
|
height: sourceItem.height
|
||
|
|
||
|
ShaderEffect {
|
||
|
anchors.fill: parent
|
||
|
property variant source: effectsource
|
||
|
property real f: 0
|
||
|
property real f2: 0
|
||
|
property real intensity: 1
|
||
|
smooth: true
|
||
|
|
||
|
ShaderEffectSource {
|
||
|
id: effectsource
|
||
|
//hideSource: false
|
||
|
//smooth: true
|
||
|
sourceItem: mainItem
|
||
|
}
|
||
|
|
||
|
fragmentShader:
|
||
|
"
|
||
|
varying highp vec2 qt_TexCoord0;
|
||
|
uniform sampler2D source;
|
||
|
uniform lowp float qt_Opacity;
|
||
|
uniform highp float f;
|
||
|
uniform highp float f2;
|
||
|
uniform highp float intensity;
|
||
|
|
||
|
void main() {
|
||
|
const highp float twopi = 3.141592653589 * 2.0;
|
||
|
|
||
|
highp float distanceFactorToPhase = pow(qt_TexCoord0.y + 0.5, 8.0) * 5.0;
|
||
|
highp float ofx = sin(f * twopi + distanceFactorToPhase) / 100.0;
|
||
|
highp float ofy = sin(f2 * twopi + distanceFactorToPhase * qt_TexCoord0.x) / 60.0;
|
||
|
|
||
|
highp float intensityDampingFactor = (qt_TexCoord0.x + 2.0) * (qt_TexCoord0.y + 0.2);
|
||
|
highp float distanceFactor = (1.0 - qt_TexCoord0.y) * 4.0 * intensity * intensityDampingFactor;
|
||
|
|
||
|
ofx *= distanceFactor;
|
||
|
ofy *= distanceFactor;
|
||
|
|
||
|
highp float x = qt_TexCoord0.x + ofx;
|
||
|
highp float y = 1.0 - qt_TexCoord0.y + ofy;
|
||
|
|
||
|
highp float fake = (sin((ofy + ofx) * twopi) + 0.5) * 0.05 * (1.2 - qt_TexCoord0.y) * intensity * intensityDampingFactor;
|
||
|
|
||
|
highp vec4 pix =
|
||
|
texture2D(source, vec2(x, y)) * 0.6 +
|
||
|
texture2D(source, vec2(x-fake, y)) * 2.05 +
|
||
|
texture2D(source, vec2(x, y-fake)) * 2.05 +
|
||
|
texture2D(source, vec2(x+fake, y)) * 2.05 +
|
||
|
texture2D(source, vec2(x, y+fake)) * 2.05;
|
||
|
|
||
|
highp float darken = 0.6 - (ofx - ofy) / 2.0;
|
||
|
pix.b *= 1.2 * darken;
|
||
|
pix.r *= 0.9 * darken;
|
||
|
pix.g *= darken;
|
||
|
|
||
|
gl_FragColor = qt_Opacity * vec4(pix.r, pix.g, pix.b, 1.0);
|
||
|
}
|
||
|
"
|
||
|
|
||
|
NumberAnimation on f {
|
||
|
running: waterRoot.waving
|
||
|
loops: Animation.Infinite
|
||
|
from: 0
|
||
|
to: 1
|
||
|
duration: 2410
|
||
|
}
|
||
|
NumberAnimation on f2 {
|
||
|
running: waterRoot.waving
|
||
|
loops: Animation.Infinite
|
||
|
from: 0
|
||
|
to: 1
|
||
|
duration: 1754
|
||
|
}
|
||
|
}
|
||
|
}
|