WaterEffect.qml Example File

declarative/shadereffects/qml/shadereffects/WaterEffect.qml
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** 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
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

import QtQuick 1.0
import Qt.labs.shaders 1.0

Item {
    id: root
    property alias sourceItem: effectsource.sourceItem
    property real intensity: 1
    property bool waving: true
    anchors.top: sourceItem.bottom
    width: sourceItem.width
    height: sourceItem.height

    ShaderEffectItem {
        anchors.fill: parent
        property variant source: effectsource
        property real f: 0
        property real f2: 0
        property alias intensity: root.intensity
        smooth: true

        ShaderEffectSource {
            id: effectsource
            hideSource: false
            smooth: true
        }

        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 + 0.1) * (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)) * 0.15 +
                    texture2D(source, vec2(x, y-fake)) * 0.15 +
                    texture2D(source, vec2(x+fake, y)) * 0.15 +
                    texture2D(source, vec2(x, y+fake)) * 0.15;

                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: root.waving
            loops: Animation.Infinite
            from: 0
            to: 1
            duration: 2410
        }
        NumberAnimation on f2 {
            running: root.waving
            loops: Animation.Infinite
            from: 0
            to: 1
            duration: 1754
        }
    }
}

© 2016 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.