Qt 4.8: CurtainEffect.qml Example File (declarative/shadereffects/qml/shadereffects/CurtainEffect.qml)

Qt Reference Documentation

- Qt 4.8
- ALL VERSIONS

- A
- A
- A
- Print

# CurtainEffect.qml Example File

declarative/shadereffects/qml/shadereffects/CurtainEffect.qml

     /****************************************************************************
     **
     ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
     ** Contact: http://www.qt-project.org/legal
     **
     ** 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 Digia.  For licensing terms and
     ** conditions see http://qt.digia.com/licensing.  For further information
     ** use the contact form at http://qt.digia.com/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 as published by the Free Software
     ** Foundation and appearing in the file LICENSE.LGPL included in the
     ** packaging of this file.  Please review the following information to
     ** ensure the GNU Lesser General Public License version 2.1 requirements
     ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
     **
     ** In addition, as a special exception, Digia gives you certain additional
     ** rights.  These rights are described in the Digia Qt 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

     ShaderEffectItem {
         anchors.fill: parent
         property variant source
         meshResolution: Qt.size(50, 50)

         property real topWidth: width / 2
         property real bottomWidth: width / 2
         property real originalWidth: width
         property real originalHeight: height
         property real amplitude: 0.1

         vertexShader: "
             attribute highp vec4 qt_Vertex;
             attribute highp vec2 qt_MultiTexCoord0;
             uniform highp mat4 qt_ModelViewProjectionMatrix;
             varying highp vec2 qt_TexCoord0;
             varying lowp float shade;

             uniform highp float topWidth;
             uniform highp float bottomWidth;
             uniform highp float originalWidth;
             uniform highp float originalHeight;
             uniform highp float amplitude;

             void main() {
                 qt_TexCoord0 = qt_MultiTexCoord0;

                 highp vec4 shift = vec4(0, 0, 0, 0);
                 shift.x = qt_Vertex.x * ((originalWidth - topWidth) + (topWidth - bottomWidth) * (qt_Vertex.y / originalHeight)) / originalWidth;

                 shade = sin(21.9911486 * qt_Vertex.x / originalWidth);
                 shift.y = amplitude * (originalWidth - topWidth + (topWidth - bottomWidth) * (qt_Vertex.y / originalHeight)) * shade;

                 gl_Position = qt_ModelViewProjectionMatrix * (qt_Vertex - shift);

                 shade = 0.2 * (2.0 - shade ) * (1.0 - (bottomWidth + (topWidth  - bottomWidth) * (1.0 - qt_Vertex.y / originalHeight)) / originalWidth);
             }
         "

         fragmentShader: "
             uniform sampler2D source;
             varying highp vec2 qt_TexCoord0;
             varying lowp float shade;
             void main() {
                 highp vec4 color = texture2D(source, qt_TexCoord0);
                 color.rgb *= 1.0 - shade;
                 gl_FragColor = color;
             }
         "
     }