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);
lowp vec4 gx = (tl + bl) - (tr + br);
lowp 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
}
}
}
}