shadereffects.qml Example File | Qt Quick 5.6

Qt 5.6 | Qt Quick | Qt Quick Examples - Shader Effects | shadereffects.qml Example File

Qt 5.6.2 Reference Documentation

# shadereffects.qml Example File

shadereffects/shadereffects.qml

      /****************************************************************************
      **
      ** Copyright (C) 2015 The Qt Company Ltd.
      ** Contact: http://www.qt.io/licensing/
      **
      ** This file is part of the QtQuick module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:LGPL21$
      ** Commercial License Usage
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      ** GNU Lesser General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU Lesser
      ** General Public License version 2.1 or version 3 as published by the Free
      ** Software Foundation and appearing in the file LICENSE.LGPLv21 and
      ** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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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
                  }
              }
          }
      }