plasma-framework/examples/applets/testshaders/contents/ui/WaterEffect.qml

99 lines
3.1 KiB
QML

/*
SPDX-FileCopyrightText: 2013 Sebastian Kügler <sebas@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
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.kquickcontrolsaddons 2.0 as KQuickControlsAddons
// 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
}
}
}