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// This file is part of QtUbuntu, a set of Qt components for Ubuntu.
// Copyright © 2013 Canonical Ltd.
//
// This program is free software: you can redistribute it and/or modify it under
// the terms of the GNU General Public License version 3, as published by the
// Free Software Foundation.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranties of MERCHANTABILITY,
// SATISFACTORY QUALITY, or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// this program. If not, see <http://www.gnu.org/licenses/>.
import QtQuick 2.0
Item {
id: surface
// Hard-coded Samsung Galaxy Nexus screen size.
width: 720
height: 1280
property real displace
SequentialAnimation on displace {
loops: Animation.Infinite
NumberAnimation { from: 0.0; to: 1.0; duration: 30000 }
}
Item {
id: scene
anchors.fill: parent
Image {
id: logo
x: (scene.width - sourceSize.width) / 2
y: (scene.height - sourceSize.height) / 2
width: sourceSize.width
height: sourceSize.height
source: "logo.png"
sourceSize: Qt.size(400, 400)
}
}
ShaderEffect {
property variant tex: ShaderEffectSource {
sourceItem: scene; hideSource: true; live: false; smooth: true
}
property variant noise: ShaderEffectSource {
sourceItem: Image { source: "noise.png"; smooth: true }
wrapMode: ShaderEffectSource.Repeat
}
property variant size: Qt.size(scene.width, scene.height)
property variant displace: surface.displace
anchors.fill: parent
blending: false
vertexShader: "
uniform mediump float displace;
uniform mediump vec2 size;
uniform mediump mat4 qt_Matrix;
attribute mediump vec4 qt_Vertex;
attribute mediump vec2 qt_MultiTexCoord0;
varying mediump vec2 texCoord;
varying mediump vec2 noiseCoord;
void main() {
texCoord = qt_MultiTexCoord0.xy;
noiseCoord = vec2(qt_MultiTexCoord0.x * 0.25,
qt_MultiTexCoord0.y * 0.25 + displace);
gl_Position = qt_Matrix * qt_Vertex;
}"
fragmentShader: "
uniform sampler2D noise;
uniform sampler2D tex;
varying mediump vec2 texCoord;
varying mediump vec2 noiseCoord;
void main() {
mediump vec2 noiseVec = texture2D(noise, noiseCoord).xy;
gl_FragColor = texture2D(tex, texCoord + ((noiseVec - 0.5) * 0.05));
}"
}
}
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