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0001 /*
0002     SPDX-FileCopyrightText: 2013 Sebastian Kügler <sebas@kde.org>
0003 
0004     SPDX-License-Identifier: GPL-2.0-or-later
0005 */
0006 
0007 import QtQuick
0008 
0009 import org.kde.plasma.components as PlasmaComponents
0010 
0011 // VertexPage
0012 
0013 Item {
0014     id: waterRoot
0015     property alias sourceItem: effectsource.sourceItem
0016     property bool waving: true
0017     //anchors.top: parent.bottom
0018     anchors.top: iconCol.bottom
0019     width: sourceItem.width
0020     height: sourceItem.height
0021 
0022     ShaderEffect {
0023         anchors.fill: parent
0024         property ShaderEffectSource source: effectsource
0025         property real f: 0
0026         property real f2: 0
0027         property real intensity: 1
0028         smooth: true
0029 
0030         ShaderEffectSource {
0031             id: effectsource
0032             //hideSource: false
0033             //smooth: true
0034             sourceItem: mainItem
0035         }
0036 
0037         fragmentShader:
0038             "
0039             varying highp vec2 qt_TexCoord0;
0040             uniform sampler2D source;
0041             uniform lowp float qt_Opacity;
0042             uniform highp float f;
0043             uniform highp float f2;
0044             uniform highp float intensity;
0045 
0046             void main() {
0047                 const highp float twopi = 3.141592653589 * 2.0;
0048 
0049                 highp float distanceFactorToPhase = pow(qt_TexCoord0.y + 0.5, 8.0) * 5.0;
0050                 highp float ofx = sin(f * twopi + distanceFactorToPhase) / 100.0;
0051                 highp float ofy = sin(f2 * twopi + distanceFactorToPhase * qt_TexCoord0.x) / 60.0;
0052 
0053                 highp float intensityDampingFactor = (qt_TexCoord0.x + 2.0) * (qt_TexCoord0.y + 0.2);
0054                 highp float distanceFactor = (1.0 - qt_TexCoord0.y) * 4.0 * intensity * intensityDampingFactor;
0055 
0056                 ofx *= distanceFactor;
0057                 ofy *= distanceFactor;
0058 
0059                 highp float x = qt_TexCoord0.x + ofx;
0060                 highp float y = 1.0 - qt_TexCoord0.y + ofy;
0061 
0062                 highp float fake = (sin((ofy + ofx) * twopi) + 0.5) * 0.05 * (1.2 - qt_TexCoord0.y) * intensity * intensityDampingFactor;
0063 
0064                 highp vec4 pix =
0065                     texture2D(source, vec2(x, y)) * 0.6 +
0066                     texture2D(source, vec2(x-fake, y)) * 2.05 +
0067                     texture2D(source, vec2(x, y-fake)) * 2.05 +
0068                     texture2D(source, vec2(x+fake, y)) * 2.05 +
0069                     texture2D(source, vec2(x, y+fake)) * 2.05;
0070 
0071                 highp float darken = 0.6 - (ofx - ofy) / 2.0;
0072                 pix.b *= 1.2 * darken;
0073                 pix.r *= 0.9 * darken;
0074                 pix.g *= darken;
0075 
0076                 gl_FragColor = qt_Opacity * vec4(pix.r, pix.g, pix.b, 1.0);
0077             }
0078             "
0079 
0080         NumberAnimation on f {
0081             running: waterRoot.waving
0082             loops: Animation.Infinite
0083             from: 0
0084             to: 1
0085             duration: 2410
0086         }
0087         NumberAnimation on f2 {
0088             running: waterRoot.waving
0089             loops: Animation.Infinite
0090             from: 0
0091             to: 1
0092             duration: 1754
0093         }
0094     }
0095 }