/* * Copyright 2013 Sebastian Kügler * * 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 } } }