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